[PACS] Year of Reborn Strife [MorkXII] (Inactive)

Game Master MorkXII

Turn Order:
Heggal/WilderRedbeard
Damiel/magi210
Raz/Gimry
Zova/wkover
Feiya/Katlyn99


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STR d6 | DEX d8 (Stealth +1) | CON d8 (Fort +1) | INT d6 | WIS d8 (Survival +3) | CHA d6 Deck Handler

Out of turn: Healed by Heggal for 2 (Gozreh's Growth, Harrowing).

Zova wrote:

Hand: Wendifisa Spear, Shield of Resistance, Wintervine, Butterscotch (Wolverine), Dimples (Wolverine), Ladyspice (Gecko), Doubletime (Monkey), Doodle (Crow), Sassafras (Moccasin), Blessing of Green Faith 1,

Displayed: Magic Mithral Chain Mail,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 3

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1

Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS: (Weretouched)
When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([X] or 1 or 9).
When you would banish a spell ([X] or discard an ally) that has the Animal trait for its power, you may recharge it instead.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card’s adventure deck number and the Animal trait.
You may discard a card to move after your exploration.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodthorne)
At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing. (Tyrant of the Harrow)
Paizo reroll used?: n

Horizon Hunters

Deck Handler Elf: Str d4: Dex d10+1 (ranged +2) : Con d6 : Int d10+2 (disable +1) (Craft +2): Wis d6 : Cha d4 Alchemist

Turn 17: Shelyn's Song
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

Free Explore: Skeletal Steed (Combat 19)
Play Enhance on dexterity (+4)

BYA: Dex 8
Dex 8: 1d10 + 1 + 4 ⇒ (1) + 1 + 4 = 6

Use shirt reroll reroll: 1d10 ⇒ 3 -> Success

Combat 19
Reveal Acidic Bolas
Recharge Bloodroot poison to add 1d4 and the acid trait.
Reveal Ambrosia to add 2d6
Enhance adds 4
Vulnerable to bludgeoning adds 4

Combat 19: 1d10 + 3 + 1d4 + 1d6 + 2d6 + 4 + 4 + 1d4 ⇒ (1) + 3 + (2) + (1) + (3, 5) + 4 + 4 + (1) = 24 -> Defated. (Should be combat 22, still defeated.)

Ravine is marked.

End turn, reset hand.
"

Damiel wrote:

Hand: Elixir of Healing (Core), Deathbane Light Crossbow, Ambrosia, Acidic Bolas, Tangleburn Bag,

Displayed:
Current Location: Ravine

Deck: 10 Discard: 3 Buried: 1
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [] if my location closes.
Other: Shirt reroll used: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Deathtrap in a Jar, Laboratory Coat, Burglar's Bracers, The Winged Serpent, Twitch Tonic, Embalming Fluid, Blessing of the Elements 2, Elixir of Focus
Recharged: Blessing of the Elements 1, Bloodroot poison,
Discard Pile: Blessing of Erastil, Old Deadeye, Tinker,
Buried Pile: Slick Leather,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Ranged: Dex +2
Disable: Int +1
Craft: Int +2

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([X] then you may draw a card).

You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.

You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.


"


STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

========================
Raz starts her turn.
Hour: Norgorber’s Shadow
Hour Power:On your Stealth check or your check that invokes the Poison trait, add 1d4.
Location: Graveyard
Location Power: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Scenario Powers:
When you defeat a Skeletal Champion, mark your location then shuffle a Proxy A and a closing henchman Skeletal Steed-Proxy B into the location.
When you encounter a Proxy A, if your location is marked, treat the Proxy A as the closing Henchman Ancient Skeleton.

Eager to help the night watch, I continue to search the graveyard for the champion.

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.

BYA Stealth 7: 1d4 + 1d4 + 1d4 + 1d6 ⇒ (3) + (3) + (3) + (2) = 11

Roll Details:

Stealth - 1d4
Hour Power - 1d4
Blessed - 1d4
Divine Aid - 1d6

Use Zova's BoGF
Discard Eagle Dress Uniform for Divine Aid

Combat (Melee) 17: 1d8 + 2 + 1d8 + 1 + 1d8 + 1 + 1d4 ⇒ (5) + 2 + (6) + 1 + (3) + 1 + (1) = 19

Roll Details:

Combat (Melee) - 1d8+2
Shieldsplitter Lance - 1d8+1
Shieldsplitter Lance (Mount First Combat) - 1d8+1
Returning Starknife - 1d4

Sensing a nearby Dire Lion, Big John and I sneak around the back and charge the lion from the side.

Discard Duke to explore again

Ancient Skeleton:

Story Bane Monster 1
Traits
Undead
Skeleton
Veteran

Check
Combat
11+##

Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.


Draw Armor to prevent the damage

Combat (Melee) 17(11+6): 1d8 + 2 + 1d8 + 1 + 1d8 + 1d6 ⇒ (4) + 2 + (7) + 1 + (2) + (4) = 20

Roll Details:

Combat (Melee) - 1d8+2
Shieldsplitter Lance - 1d8+1
Blessed - 1d8
Divine Aid - 1d6

Disacrd Returning Starknife for Divine Aid

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.

Combat (Melee) 9: 1d8 + 2 + 1d8 + 1 + 1d6 ⇒ (6) + 2 + (6) + 1 + (6) = 21

Roll Details:

Combat (Melee) - 1d8+2
Shieldsplitter Lance - 1d8+1
Divine Aid - 1d6

Recharge Black Spire for Divine Aid

Combat (Melee) 14: 1d8 + 2 + 1d8 + 1 + 1d6 ⇒ (8) + 2 + (5) + 1 + (1) = 17

Roll Details:

Combat (Melee) - 1d8+2
Shieldsplitter Lance - 1d8+1
Divine Aid - 1d6

Recharge Camela for Divine Aid

Recarge New Undead into location
Location: 1d3 ⇒ 1
Add new Undead to Cathedral

Move to Arsenal when Graveyard Closes

"

Raz wrote:

Hand: Shieldsplitter Lance, Champion's Do-Maru, Soul Shard, Big John (Riding Horse), Blessing of the Samurai,

Displayed: Mithral Chain Shirt,
Deck: 8 Discard: 6 Buried: 0
Current Location: Arsenal
Hero Points: 0
NOTES:
Other: Dice Re-Roll Used for 7-3C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lance of Jousting, Grappler's Mask, Shocking Lance +1, Our Lord in Iron
Recharged: Earthbreaker (Core), Pawbringer X (Retriever), Black Spire( Riding Horse), Camela (Camel),
Discard Pile: Mountain Pattern Armor, Gang Enforcer, Eagle Knight Dress Uniform, Duke of Tozus (Retriever), Blessing of Tsukiyo, Returning Starknife,
Buried Pile:

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

Favored Card: Ally
Hand Size: 4 ☑ 5
Proficiencies:
Weapons Armors
POWERS:
On your check, you may discard the top card of your deck to add 1d6. If it is a Mount card, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

"

End of Turn Summary
Closed the Graveyard and moved to the Arsenal
Used Zova's Green Faith


During This Adventure: 7-3: Descent into the Forbidden Ossuary
Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward)
  • Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
  • For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated. (Scenario 7-2D Reward)

    During This Scenario: 7-3C: Unearthing the Truth

  • Harrow Suit: Hammers

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Non-closing Henchmen: Skeletal Champions-Proxy A

    DURING THIS SCENARIO:

  • When you defeat a Skeletal Champion, mark your location then shuffle a Proxy A and a closing henchman Skeletal Steed-Proxy B into the location.
  • When you encounter a Proxy A, if your location is marked, treat the Proxy A as the closing Henchman Ancient Skeleton.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

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

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

    Monster 3
    Spoiler:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Monster 4
    Spoiler:
    Inquisitor Devil
    Monster 3

    Traits
    Outsider
    Devil

    Check
    Combat
    17
    OR
    Arcane
    10

    Powers
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

    Monster 5
    Spoiler:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Random Barriers:
    Barrier 1
    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 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:
    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:
    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:
    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.

    Random Weapons:
    Weapon 1
    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 2
    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 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:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 5
    Spoiler:
    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.

    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:
    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 3
    Spoiler:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

    Spell 4
    Spoiler:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Spell 5
    Spoiler:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Freely display at a location. While displayed:
    • On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

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

    Armor 2
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 3
    Spoiler:
    Grounded Studded Leather
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

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

    Armor 4
    Spoiler:
    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:
    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.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Twitch Tonic
    Item 2

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    10

    Powers
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Item 3
    Spoiler:
    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 4
    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 5
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

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

    Random Allies:
    Ally 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:
    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:
    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 4
    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 5
    Spoiler:
    Fortune-teller
    Ally 2

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.

    Random Blessings:
    Blessing 1
    Spoiler:
    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 2
    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 3
    Spoiler:
    Lady Despair
    Blessing 3

    Traits
    Deity: Urgathoa
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    On your turn, if you would suffer a scourge, a random local character suffers it instead.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

    Blessing 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 Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your checks while you avenge, bless.

    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Turn: 19 Zova/wkover

    Top of Blessing Discard Pile: Urgathoa’s Gluttony - When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    Top Blessing:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.


    Blessings Remaining: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Feiya)
    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.

    Blessings Deck Card 2 (Turn 21 Heggal)
    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.

    Blessings Deck Card 3 (Turn 22 Damiel)
    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 4 (Turn 23 Raz)
    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 5 (Turn 24 Zova)
    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.

    Blessings Deck Card 6 (Turn 25 Feiya)
    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.

    Blessings Deck Card 7 (Turn 26 Heggal)
    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.

    Blessings Deck Card 8 (Turn 27 Damiel)
    Spoiler:
    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.

    Blessings Deck Card 9 (Turn 28 Raz)
    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.

    Blessings Deck Card 10 (Turn 29 Zova)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Cathedral
    Traits: Sacred, Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
    Located here: Feiya
    Notes: Ghoul

    Cathedral Card 1:
    Skeletal Champion
    Story Bane Monster 3

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison. Resistant to Cold. Vulnerable to Bludgeoning.
    Before acting, succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4+1 Combat damage.
    After acting, a local character recharges a Divine card.

    Cathedral Card 2:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

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

    Cathedral Card 3:
    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.

    Cathedral Card 4:
    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.

    Cathedral Card 5:
    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.

    Cathedral Card 6:
    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.

    Cathedral Card 7:
    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.

    Graveyard
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Ravine
    Traits: Underground, Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
    Located here: Damiel,
    Notes: Marker displayed

    Ravine Card 1:
    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.

    Ravine Card 2:
    Skeletal Steed
    Story Bane Monster 3

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison. Vulnerable to Bludgeoning.
    Before acting, succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Combat damage.

    Ravine Card 3:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, either recharge a Divine card or suffer 1 Combat damage.

    Ravine Card 4:
    Barghest
    Monster 2

    Traits
    Outsider

    Check
    Combat
    13

    Powers
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

    Tower
    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

    Arsenal
    Traits: Underground, Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Zova, Heggal, Raz,

    Arsenal Card 1:
    Skeletal Champion
    Story Bane Monster 3

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison. Resistant to Cold. Vulnerable to Bludgeoning.
    Before acting, succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4+1 Combat damage.
    After acting, a local character recharges a Divine card.

    Arsenal 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.

    Arsenal Card 3:
    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.

    Crypt
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • STR d6 | DEX d8 (Stealth +1) | CON d8 (Fort +1) | INT d6 | WIS d8 (Survival +3) | CHA d6 Deck Handler

    Out of turn: Recharge GF for Raz.

    Hour: Urgathoa's Gluttony. On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    Explore Arsenal, encounter Skeletal Champion. All BA damage is blocked with armor and freely revealed shield.

    Combat 19 (13+6) w/ spear, wintervine, spice, arsenal bonus: 1d8 + 5 + 1d12 + 1 + 1d8 + 1d4 + 1 ⇒ (6) + 5 + (4) + 1 + (6) + (3) + 1 = 26 - defeated

    The undead warrior is overcome with overwhelming force, under a flurry of claws, beaks, squawks, and growls.

    Arsenal is marked, 2 proxies are shuffled in.

    Recharge Butterscotch to explore.

    Which card encountered? (3,4 are proxies A,B): 1d4 ⇒ 4 - proxy B, Skeletal Steed

    Skeletal Steed:
    Skeletal Steed
    Story Bane Monster 3

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison. Vulnerable to Bludgeoning.
    Before acting, succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Combat damage.

    All BA damage is blocked with armor and freely revealed shield.

    Combat 17 w/ spear, spice, recharged Doodle, arsenal bonus: 1d6 + 1d12 + 1 + 1d8 + 5 + 1d4 + 1 ⇒ (2) + (4) + 1 + (1) + 5 + (2) + 1 = 16 - use Paizo reroll on d8

    Combat 17 w/ spear, spice, recharged Doodle, arsenal bonus: 15 + 1d8 ⇒ 15 + (2) = 17 - success, defeated

    The skeletal mount confuses Zova's animal allies, as they're accustomed to seeing skin and fur - not bare bone.

    Eventually they recover and reorient, dragging the steed down.

    Need to acquire random weapon: Allying Dart.

    Dex 7 w/ recharged Sassafras, hour: 1d8 + 1d8 + 5 + 1d6 ⇒ (2) + (7) + 5 + (5) = 19 - acquired and buried (per hour), location closed

    Zova wrote:

    Hand: Wendifisa Spear, Shield of Resistance, Shortygator (Caiman), Odette (Thylacine), Dimples (Wolverine), Ladyspice (Gecko), Doubletime (Monkey), Blessing of Green Faith 2, Gozreh's Growth,

    Displayed: Magic Mithral Chain Mail,
    Deck: 10 Discard: 3 Buried: 1
    Hero Points: 3

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS: (Weretouched)
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([X] or 1 or 9).
    When you would banish a spell ([X] or discard an ally) that has the Animal trait for its power, you may recharge it instead.
    On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card’s adventure deck number and the Animal trait.
    You may discard a card to move after your exploration.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodthorne)
    At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing. (Tyrant of the Harrow)
    Paizo reroll used?: y

    Arsenal is closed. Raz and Heggal need to relocate. Also, Raz or Heggal needs to recharge a Divine card, if available (Zova had none), for Champion AA. Zova moves to Cathedral.


    Heggal's Deck Handler

    Off turn:
    Recharge Deathgrip for Champion AA power.
    Move to Ravine when Arsenal closes.

    Heggal the Boisterous wrote:

    Hand: Morningstar +1, Glorious Warhammer, The Lucky Drunk, The Keep (acq),

    Displayed: Full Plate,
    Deck: 15 Discard: 2 Buried: 1
    Current Location: Ravine
    Hero Points (Available): 0
    NOTES:
    Available Support: Blessings available (Cayden Cailean blessings recharge instead of discarding).
    Other: Dice Re-Roll Used for 7-3C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Fortune, Serge the Surgeon, Magic Chain Mail, Cayden Cailean's Revelry, Slim (Bodyguard), Augury, Pete the Priest of Pharasma, Cayden Cailean's Revelry (acq), Clem (Social Climber), Blessing of Cayden Cailean 2, Blessing of Cayden Cailean 1, Cure (Raz's), Linda Evangelist, Soul Shard
    Recharged: Deathgrip,
    Discard Pile: Korvosan Dandy (acq), Cure,
    Buried Pile: Sacred Candle,

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Heavy Armors, ☐ Weapons
    POWERS:
    Life of the Party Role Card:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1)(☐ +2)(☐ +3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    [X] When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.


    Deck Handler for Feiya

    Hourglass Discard: The Winged Serpent
    WHEN THIS IS THE HOUR: Your Ranged check is blessed.

    Move: Move to the Ravine

    Explore: Shock Kukri
    Auto Fail. Shock Kukri banished.

    Discard Crow to explore.
    Explore: Skeletal Steed
    Before acting, succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Combat damage.
    Combat Damage: 1d4 ⇒ 1
    Discard Bound Homunculus for the combat damage.
    Recharge volcanic storm (acquired), cast ice and fire
    Combat 11+3+3+3-5=15: 1d12 + 5 + 2d8 + 3 ⇒ (11) + 5 + (1, 4) + 3 = 24
    Skeletal Steed banished.
    When Closing: Bury a random card.
    Buried Card: 1d3 ⇒ 2 Byzantine Lexicon
    When Permanently Closed: You may heal a buried card. - Heal Byzantine Lexicon
    Ravine closed. I think everyone is at the Cathedral now?

    Radovan/Freya (Feiya) ends her turn.

    Radovan/Freya (Feiya) attempts to recover all cards in her Recovery pile.
    Ice and Fire 3: Arcane 12: 1d12 + 5 ⇒ (4) + 5 = 9 -> Ice and Fire 3 discarded.

    Radovan/Freya (Feiya) resets her hand.

    "

    Radovan/Freya (Feiya) wrote:

    Hand: Knock 1, Volcanic Storm (Core) 3, Volcanic Storm acquired 3, Wolverine (Core) 3, Blessing of Pharasma (#2) 3, Pyrotechnic Blast 1,

    Displayed:
    Deck: 11 Discard: 5 Buried: 0
    Current Location: Cathedral
    Hero Points: 1/1
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my blessings. Any Blessings of Pharasma recharge. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 2 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma (#1) 0, Life Drain (Core #1) 1, Lightning Bolt 3, Duskwarden Ranger (loot) 3, Byzantine Lexicon 2, Blessing of the Master of Masters 2, Staff of Minor Healing 1, Enervation (Loot) 2, Leech (loot) 1, Blessing of Pharasma (#0) 0, The First 3
    Recharged:
    Discard Pile: The Twin 1, korvosan House Drake 2, Crow (Core) 1, Bound Homunculus 2, Ice and Fire 3,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +3
    Craft: Intelligence +3
    Knowledge: Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    None
    POWERS:
    When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) (☐ 3) plus the adventure deck number of the recharged card, if any.
    You may discard an ally that has the Animal trait (☐ or any ally) to return a spell from your discard pile to your hand.
    ☐ When you would shuffle a non-henchman, non-villain monster you encountered into a location deck, you may exchange it for a random monster from the box.
    ☐ When you succeed at a Craft check (☐ or play a spell that has the Arcane trait), you may examine the top card of your deck; if it's a spell (☐ or ally), you may add it to your hand.
    ☑ When you play Blessing of Pharasma, or you play any blessing on any check to acquire an ally, you may recharge it instead of discarding it.

    "


    Heggal's Deck Handler

    Off turn:
    Move to Cathedral when Ravine closes.

    The hour of The Dance
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    Remain at Cathedral.

    Explore:

    Skeletal Champion:
    Story Bane Monster 3
    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison. Resistant to Cold. Vulnerable to Bludgeoning.
    Before acting, succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4+1 Combat damage.
    After acting, a local character recharges a Divine card.

    Fail BA check with a d6 Dex.
    Combat damage: 1d4 + 1 ⇒ (2) + 1 = 3 Discard Full Plate to reduce to 0.
    Reveal and discard Morningstar +1. Vulnerable to Bludgeoning. Raz recharges BotSamurai to bless.
    Combat 13+##-4=15: 2d8 + 3 + 1d8 + 1 + 1d4 ⇒ (3, 3) + 3 + (2) + 1 + (2) = 14 failed
    Discard Glorious Warhammer for damage. Request that Feiya recharge a Divine spell for AA power.

    End turn & reset hand.

    Heggal the Boisterous wrote:

    Hand: Soul Shard, Serge the Surgeon, Blessing of Cayden Cailean 2, The Lucky Drunk, Pete the Priest of Pharasma, The Keep (acq),

    Displayed:
    Deck: 11 Discard: 5 Buried: 1
    Current Location: Cathedral
    Hero Points (Available): 0
    NOTES:
    Available Support: Blessings available (Cayden Cailean blessings recharge instead of discarding). The Lucky Drunk recharges to double bless a local check.
    Other: Dice Re-Roll Used for 7-3C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Fortune, Magic Chain Mail, Slim (Bodyguard), Clem (Social Climber), Cayden Cailean's Revelry, Augury, Linda Evangelist, Cayden Cailean's Revelry (acq), Blessing of Cayden Cailean 1, Cure (Raz's)
    Recharged: Deathgrip,
    Discard Pile: Korvosan Dandy (acq), Cure, Full Plate, Morningstar +1, Glorious Warhammer,
    Buried Pile: Sacred Candle,

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Heavy Armors, ☐ Weapons
    POWERS:
    Life of the Party Role Card:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1)(☐ +2)(☐ +3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    [X] When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.


    Deck Handler for Feiya

    OFF-TURN ACTIONS: Recharge Pyrotechnic Blast for the AA power.


    During This Adventure: 7-3: Descent into the Forbidden Ossuary
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward)
  • Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
  • For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated. (Scenario 7-2D Reward)

    During This Scenario: 7-3C: Unearthing the Truth

  • Harrow Suit: Hammers

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Non-closing Henchmen: Skeletal Champions-Proxy A

    DURING THIS SCENARIO:

  • When you defeat a Skeletal Champion, mark your location then shuffle a Proxy A and a closing henchman Skeletal Steed-Proxy B into the location.
  • When you encounter a Proxy A, if your location is marked, treat the Proxy A as the closing Henchman Ancient Skeleton.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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 3
    Spoiler:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    Monster 4
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    15

    Powers
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Monster 5
    Spoiler:
    Swamp Ooze
    Monster 1

    Traits
    Ooze
    Acid

    Check
    Combat
    9

    Powers
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 3
    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 4
    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 5
    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.

    Random Weapons:
    Weapon 1
    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 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:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

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

    Weapon 4
    Spoiler:
    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.

    Weapon 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Dragon’s Breath
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

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

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

    Spell 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:
    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 4
    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 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:
    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 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:
    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:
    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:
    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:
    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 2
    Spoiler:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

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

    Item 3
    Spoiler:
    Drums Of Haste
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    8

    Powers
    At the end of a local character’s move step, display at your location.
    While displayed:
    • At the end of each turn, local characters may move, and distant characters may move here.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Item 4
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

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

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    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 2
    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 3
    Spoiler:
    Gentleman Explorer
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    8
    OR
    Knowledge
    5

    Powers
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    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:
    Flensing Jelly
    Ally 2

    Traits
    Ooze
    Alchemical
    Acid

    Check
    Intelligence
    Craft
    9
    OR
    Wisdom
    Survival
    11

    Powers
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    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 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 3
    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.

    Blessing 4
    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.

    Blessing 5
    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.

    Turn: 22 Damiel/magi210

    Top of Blessing Discard Pile: Blackfingers - When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.

    Top Blessing:
    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 Remaining: 7
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 23 Raz)
    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 2 (Turn 24 Zova)
    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.

    Blessings Deck Card 3 (Turn 25 Feiya)
    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.

    Blessings Deck Card 4 (Turn 26 Heggal)
    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.

    Blessings Deck Card 5 (Turn 27 Damiel)
    Spoiler:
    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.

    Blessings Deck Card 6 (Turn 28 Raz)
    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.

    Blessings Deck Card 7 (Turn 29 Zova)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Cathedral
    Traits: Sacred, Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
    Located here: Zovam Damiel, Heggal, Feiya, Raz,
    Notes: Ghoul

    Cathedral Card 1:
    Skeletal Champion
    Story Bane Monster 3

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison. Resistant to Cold. Vulnerable to Bludgeoning.
    Before acting, succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4+1 Combat damage.
    After acting, a local character recharges a Divine card.

    Cathedral Card 2:
    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.

    Cathedral Card 3:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

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

    Cathedral Card 4:
    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.

    Cathedral Card 5:
    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.

    Cathedral Card 6:
    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.

    Cathedral Card 7:
    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.

    Graveyard
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Ravine
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Tower
    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

    Arsenal
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Crypt
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

  • Horizon Hunters

    Deck Handler Elf: Str d4: Dex d10+1 (ranged +2) : Con d6 : Int d10+2 (disable +1) (Craft +2): Wis d6 : Cha d4 Alchemist

    Turn 22: Blackfingers
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.

    Free Explore: Skeletal Champion (Combat 19)

    BYA: Dex 8
    Ask Heggal to recharge a Cayden to bless.

    Dex 8: 1d10 + 1 + 1d10 ⇒ (7) + 1 + (9) = 17 -> Success

    Combat 19
    Reveal Acidic Bolas
    Recharge Ambrosia to add 2d6
    Ask Feiya to recharge Volcanic Storm to reduce difficulty by 5
    Bludgeoning adds 4
    Ask for a blessing to bless.

    Combat 14: 1d10 + 3 + 1d4 + 1d6 + 1d10 + 2d6 + 4 ⇒ (3) + 3 + (3) + (5) + (7) + (5, 3) + 4 = 33 -> Defeated.

    End turn, reset hand.

    "

    Damiel wrote:

    Hand: Elixir of Healing (Core), Deathbane Light Crossbow, The Winged Serpent, Acidic Bolas, Tangleburn Bag,

    Displayed:
    Current Location: Cathedral

    Deck: 10 Discard: 3 Buried: 1
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [] if my location closes.
    Other: Shirt reroll used: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements 2, Burglar's Bracers, Twitch Tonic, Embalming Fluid, Deathtrap in a Jar, Laboratory Coat, Elixir of Focus
    Recharged: Blessing of the Elements 1, Bloodroot poison, Ambrosia,
    Discard Pile: Blessing of Erastil, Old Deadeye, Tinker,
    Buried Pile: Slick Leather,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1
    Ranged: Dex +2
    Disable: Int +1
    Craft: Int +2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([X] then you may draw a card).

    You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.

    You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.


    "


    STR d6 | DEX d8 (Stealth +1) | CON d8 (Fort +1) | INT d6 | WIS d8 (Survival +3) | CHA d6 Deck Handler

    Out of turn: Recharging GF for Damiel.

    Zova wrote:

    Hand: Wendifisa Spear, Shield of Resistance, Shortygator (Caiman), Odette (Thylacine), Dimples (Wolverine), Ladyspice (Gecko), Doubletime (Monkey), Gozreh's Growth,

    Displayed: Magic Mithral Chain Mail,
    Deck: 11 Discard: 3 Buried: 1
    Hero Points: 3

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS: (Weretouched)
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([X] or 1 or 9).
    When you would banish a spell ([X] or discard an ally) that has the Animal trait for its power, you may recharge it instead.
    On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card’s adventure deck number and the Animal trait.
    You may discard a card to move after your exploration.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodthorne)
    At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing. (Tyrant of the Harrow)
    Paizo reroll used?: y

    Party still needs to recharge a Divine card for Champion AYA. I can recharge GG if needed, but may be best to keep for closing. Proxies A and B have been shuffled into cards 2-7 of Cathedral.


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    ========================
    Raz starts her turn.
    Hour: Iomedae’s Justice
    Hour Power:On your check against an Outsider card, add 1d4.
    Location: Cathedral
    Location Power: When you defeat a monster, heal a blessing.
    Scenario Powers:
    When you defeat a Skeletal Champion, mark your location then shuffle a Proxy A and a closing henchman Skeletal Steed-Proxy B into the location.
    When you encounter a Proxy A, if your location is marked, treat the Proxy A as the closing Henchman Ancient Skeleton.

    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.

    Auto fail the BYA

    Combat (Melee) 10: 1d8 + 2 + 1d8 + 1 + 1d8 + 1 ⇒ (4) + 2 + (1) + 1 + (3) + 1 = 12

    Roll Details:

    Combat (Melee) - 1d8+2
    Shieldsplitter Lance - 1d8+1
    Shieldsplitter Lance (Mount First Combat) - 1d8+1

    Defeat a monster, so I get to heal a blessing

    "

    Raz wrote:

    Hand: Shieldsplitter Lance, Champion's Do-Maru, Big John (Riding Horse), Black Spire( Riding Horse), Blessing of Tsukiyo,

    Displayed: Mithral Chain Shirt, Soul Shard,
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Cathedral
    Hero Points: 0
    NOTES:
    Other: Dice Re-Roll Used for 7-3C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Camela (Camel), Grappler's Mask, Lance of Jousting, Our Lord in Iron, Shocking Lance +1, Pawbringer X (Retriever), Blessing of the Samurai, Earthbreaker (Core)
    Recharged:
    Discard Pile: Mountain Pattern Armor, Gang Enforcer, Eagle Knight Dress Uniform, Duke of Tozus (Retriever), Returning Starknife,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6. If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "

    End of Turn Summary
    Banished Card 2 from Cathedral


    During This Adventure: 7-3: Descent into the Forbidden Ossuary
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward)
  • Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
  • For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated. (Scenario 7-2D Reward)

    During This Scenario: 7-3C: Unearthing the Truth

  • Harrow Suit: Hammers

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Non-closing Henchmen: Skeletal Champions-Proxy A

    DURING THIS SCENARIO:

  • When you defeat a Skeletal Champion, mark your location then shuffle a Proxy A and a closing henchman Skeletal Steed-Proxy B into the location.
  • When you encounter a Proxy A, if your location is marked, treat the Proxy A as the closing Henchman Ancient Skeleton.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    Monster 2
    Spoiler:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Monster 3
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Monster 4
    Spoiler:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

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

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Barrier 2
    Spoiler:
    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 3
    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 4
    Spoiler:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Barrier 5
    Spoiler:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Random Weapons:
    Weapon 1
    Spoiler:
    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 2
    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 3
    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 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:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

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

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

    Traits
    Magic
    Divine
    Animal

    Check
    Wisdom
    Divine
    7

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

    Spell 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:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Spell 5
    Spoiler:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

    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:
    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 3
    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 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:
    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.

    Random Items:
    Item 1
    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 2
    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 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:
    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 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:
    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 2
    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 3
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Ally 4
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    Ally 5
    Spoiler:
    Gentleman Explorer
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    8
    OR
    Knowledge
    5

    Powers
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Random Blessings:
    Blessing 1
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

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

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

    Blessing 2
    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 3
    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.

    Blessing 4
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessing 5
    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.

    Turn: 24 Zova/wkover

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

    Top Blessing:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

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

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


    Blessings Remaining: 5
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 25 Feiya)
    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.

    Blessings Deck Card 2 (Turn 26 Heggal)
    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.

    Blessings Deck Card 3 (Turn 27 Damiel)
    Spoiler:
    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.

    Blessings Deck Card 4 (Turn 28 Raz)
    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.

    Blessings Deck Card 5 (Turn 29 Zova)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Cathedral
    Traits: Sacred, Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:2
    Located here: Zovam Damiel, Heggal, Feiya, Raz,
    Notes: Ghoul

    Cathedral Card 1:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Cathedral Card 2:
    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.

    Cathedral Card 3:
    Skeletal Steed
    Story Bane Monster 3

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison. Vulnerable to Bludgeoning.
    Before acting, succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Combat damage.

    Cathedral Card 4:
    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.

    Cathedral Card 5:
    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.

    Cathedral Card 6:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, either recharge a Divine card or suffer 1 Combat damage.

    Cathedral Card 7:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

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

    Graveyard
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Ravine
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Tower
    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

    Arsenal
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Crypt
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • STR d6 | DEX d8 (Stealth +1) | CON d8 (Fort +1) | INT d6 | WIS d8 (Survival +3) | CHA d6 Deck Handler

    Hour: The Trumpet. Handy!

    Explore Cathedral, encounter Sarenrae's Light.

    Wis 7: 1d8 + 2 ⇒ (2) + 2 = 4 - fail, banished

    Recharge Shorty, encounter Ghoul. Recharge Odette to evade Ghoul and put on bottom of Cathedral. Recharge Dimples to explore, encounter Skeleton Steed.

    BYA is ignored, per hour. Asking Heggal for Lucky Drunk.

    Combat 17 (11+6) w/ discarded spear, drunk, spice: 3d8 + 5 + 1d12 + 1 + 1d12 + 1d4 ⇒ (3, 5, 3) + 5 + (11) + 1 + (1) + (1) = 30 - steed defeated

    The weary party forms a ring around the ghastly steed, which rears and stamps its exposed forelegs.

    After a coordinated attack by the Pathfinders, all that remains is a pile of bleached, broken bones.

    Bury Growth to close. We win!


    DEVELOPMENT:
    The skeletal riders and their mounts deteriorate into piles of bones once defeated, producing wailing cries that pierce the night. Strangely, the noises don’t rouse the priests; perhaps they have the sense to stay in the cathedral.

    As the lifeless bones clatter to the ground, the wind picks up and becomes a despairing howl that surrounds you, chilling you to the bone. You hear distant voices raise an alarm and then quiet, as if whatever frightened them quickly passed.

    More clattering hoofbeats echo somewhere nearby.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Each PACS player chooses a character that does not have the Divine skill. That character my add the Divine Adventurer Pack to their deck box.
  • Loot: the item Wand of Restorative Touch.
    Wand Of Restorative Touch:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

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

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

    ACQUIRED CARDS:
    Weapon P3 The Tall Knife
    Weapon 1 Returning Starknife
    Spell 3 Volcanic Storm
    Spell 3 Harrowing
    Spell 1 Knock
    Spell 0 Enhance
    Armor 2 Magic Mithral Chain Mail
    Armor 2 Mithral Chain Shirt
    Item 3 Bloodroot Poison
    Ally 3 Wolverine
    Ally 2 Bound Homunculus
    Ally 2 Korvosan House Drake
    Ally 1 Gang Enforcer
    Ally 1 Korvosan Dandy
    Blessing 3 Old Deadeye
    Blessing 3 The First
    Blessing 1 3 The Keep
    Blessing 1 2 The Snakebite
    Blessing 1 Cayden Cailean’s Revelry
    Blessing 1 Gozreh’s Growth


  • 6-3D: Confronting a Stranger
    The wind picks up and clouds cover the setting sun, carrying the rotten-sweet scent of a charnel house with it. Another skeletal mount gallops down the road, ridden by a what appears to be a living woman. She carries a dagger, but needs neither bridle nor reins to command her undead mount. One of her hands clutches an object possessively.

    “Greetings, adventurers,” she says in a voice that crackles like brittle paper. “Looking for this?”

    She raises her hand to reveal a statuette. It glows with a sickly green hue you cannot help but associate with pallid corpses—especially given the number of those you’ve seen lately.

    “Who are you?” you demand.

    “I am Letra, servant of Pharasma,” she replies.

    “I don’t think you’re serving her wishes anymore,” you counter. You already suspected she was behind it, and this confirms your worst fear.

    Letra smiles calmly at you. “Do you think you can fight me?” she asks. Before you can answer, she lifts a hand and casts a spell, striking the ground at your feet with a bolt of crackling energy. “Kneel, and I will let you live,” she commands.

    You refuse to bend to her will, and thus battle is joined.

    LOCATIONS:
    1 Cliff
    1 Ossuary
    1 Shrine
    2 Mountain
    3 Trail
    4 Crypt
    5 Graveyard
    6 Cathedral

    SETUP:

  • Before building locations, set aside all Undead monster cards. When building locations, use these cards first and increas the number of monsters and blessings in the location by 1 each. Then return any remaining to the vault.

    STORY BANES:

  • Danger: Wraith
  • Villain: Corrupted Priestess
  • Closing Henchmen: Mummy, Plague Zombie, Vampire, Lich, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before blessing a check, recharge a card.
  • When you would move from an open location, succeeed at a Wisdom 6 check or you do not move and instead bury a card.
  • When you fail to acquire a blessing, but a card either from your hand or the hourglass.


  • During This Adventure: 7-3: Descent into the Forbidden Ossuary
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward)
  • Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
  • For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated. (Scenario 7-2D Reward)

    During This Scenario: 7-3D: Confronting a Stranger

  • Harrow Suit: Keys

    STORY BANES:

  • Danger: Wraith
  • Villain: Corrupted Priestess
  • Closing Henchmen: Mummy, Plague Zombie, Vampire, Lich, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before blessing a check, recharge a card.
  • When you would move from an open location, succeeed at a Wisdom 6 check or you do not move and instead bury a card.
  • When you fail to acquire a blessing, but a card either from your hand or the hourglass.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Aberration
    Aquatic

    Check
    Combat
    11

    Powers
    If this monster would be defeated, reroll.

    Monster 3
    Spoiler:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Monster 4
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Monster 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:
    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:
    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.

    Barrier 3
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 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:
    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.

    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:
    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:
    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:
    Wyrmsmite
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Magic
    Loot

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
    When a local character suffers damage, recharge to reduce it by 4.

    Weapon 5
    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.

    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:
    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:
    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 4
    Spoiler:
    Dragon’s Breath
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

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

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

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Brute Force Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 4
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 5
    Spoiler:
    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.

    Random Items:
    Item 1
    Spoiler:
    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.

    Item 2
    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 3
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

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

    Item 4
    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 5
    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.

    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:
    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:
    Flensing Jelly
    Ally 2

    Traits
    Ooze
    Alchemical
    Acid

    Check
    Intelligence
    Craft
    9
    OR
    Wisdom
    Survival
    11

    Powers
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Ally 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:
    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 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.

    Blessing 2
    Spoiler:
    The Paladin
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When another character avenges your encounter, heal 1d4 cards.

    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

    Blessing 3
    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.

    Blessing 4
    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 5
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Turn: 1 Feiya/Katlyn99

    Top of Blessing Discard Pile: Zon-kuthon’s Pain - When this is the hour: After discarding any number of cards as damage, draw a card.

    Top Blessing:
    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.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Heggal)
    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.

    Blessings Deck Card 2 (Turn 3 Damiel)
    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 Raz)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Blessings Deck Card 4 (Turn 5 Zova)
    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 6 Feiya)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Blessings Deck Card 6 (Turn 7 Heggal)
    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 8 Damiel)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your checks while you avenge, bless.

    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Blessings Deck Card 8 (Turn 9 Raz)
    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 9 (Turn 10 Zova)
    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.

    Blessings Deck Card 10 (Turn 11 Feiya)
    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.

    Blessings Deck Card 11 (Turn 12 Heggal)
    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 12 (Turn 13 Damiel)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 13 (Turn 14 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 14 (Turn 15 Zova)
    Spoiler:
    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 Deck Card 15 (Turn 16 Feiya)
    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 16 (Turn 17 Heggal)
    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 17 (Turn 18 Damiel)
    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 19 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 19 (Turn 20 Zova)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 20 (Turn 21 Feiya)
    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.

    Blessings Deck Card 21 (Turn 22 Heggal)
    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 22 (Turn 23 Damiel)
    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.

    Blessings Deck Card 23 (Turn 24 Raz)
    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 24 (Turn 25 Zova)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 25 (Turn 26 Feiya)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 26 (Turn 27 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessings Deck Card 27 (Turn 28 Damiel)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 28 (Turn 29 Raz)
    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 29 (Turn 30 Zova)
    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.

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:5 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:3 ?:1

    Cliff Card 1:
    Corrupted Priestess
    Story Bane Monster 3

    Traits
    Human
    Cleric

    Check
    Wisdom
    6
    THEN
    Combat
    19

    Powers
    When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
    Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.

    Cliff Card 2:
    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.

    Cliff Card 3:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

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

    Cliff Card 4:
    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.

    Cliff Card 5:
    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.

    Cliff Card 6:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Cliff Card 7:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Cliff Card 8:
    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.

    Cliff Card 9:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Cliff Card 10:
    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.

    Cliff Card 11:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Cliff Card 12:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:4 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1

    Ossuary Card 1:
    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.

    Ossuary Card 2:
    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.

    Ossuary Card 3:
    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.

    Ossuary Card 4:
    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.

    Ossuary Card 5:
    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.

    Ossuary Card 6:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Ossuary 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.

    Ossuary Card 8:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Ossuary Card 9:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Ossuary Card 10:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

    Powers
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

    Ossuary Card 11:
    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.

    Ossuary Card 12:
    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.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:3 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:4 ?:1

    Shrine Card 1:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Shrine Card 2:
    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.

    Shrine 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.

    Shrine Card 4:
    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.

    Shrine Card 5:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Shrine Card 6:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Shrine Card 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.

    Shrine Card 8:
    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.

    Shrine Card 9:
    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.

    Shrine Card 10:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Shrine Card 11:
    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.

    Shrine Card 12:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
    Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Mountain
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:2 ?:1

    Mountain 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.

    Mountain Card 2:
    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.

    Mountain Card 3:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    Mountain Card 4:
    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.

    Mountain Card 5:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    Mountain Card 6:
    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.

    Mountain Card 7:
    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.

    Mountain 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.

    Mountain Card 9:
    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.

    Mountain Card 10:
    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.

    Mountain Card 11:
    Plague Zombie
    Story Bane Monster 2

    Traits
    Undead
    Zombie
    Disease
    Veteran

    Check
    Combat
    10
    THEN
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Mountain Card 12:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Trail
    Traits: Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M:5 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1

    Trail Card 1:
    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.

    Trail 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.

    Trail Card 3:
    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.

    Trail Card 4:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Trail Card 5:
    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.

    Trail Card 6:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Trail Card 7:
    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.

    Trail Card 8:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Trail Card 9:
    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.

    Trail Card 10:
    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.

    Trail Card 11:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Trail Card 12:
    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.

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:5 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1

    Crypt Card 1:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    Crypt Card 6:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    Display. While displayed:
    • When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    Wood Golem
    Monster 3

    Traits
    Construct
    Golem

    Check
    Combat
    18

    Powers
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster’s immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Crypt Card 10:
    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.

    Crypt Card 11:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Crypt Card 12:
    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.

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

    Graveyard Card 1:
    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.

    Graveyard Card 2:
    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.

    Graveyard Card 3:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Graveyard Card 4:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 5:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

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

    Graveyard Card 6:
    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.

    Graveyard Card 7:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Graveyard Card 8:
    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.

    Graveyard Card 9:
    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.

    Graveyard Card 10:
    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.

    Graveyard Card 11:
    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.

    Graveyard Card 12:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.


  • STR d6 | DEX d8 (Stealth +1) | CON d8 (Fort +1) | INT d6 | WIS d8 (Survival +3) | CHA d6 Deck Handler

    Starting at Trail, potentially with everyone else.

    Putting the Beating harrow into discard pile.

    Zova wrote:

    Hand: Doodle (Crow), Blessing of Green Faith 1, Aspect of the Hawk, Sugarmaple Hornbeam (Elk), Wendifisa Spear, Charm Animal, Angelstep, Dimples (Wolverine), Sassafras (Moccasin),

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Hero Points: 3

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS: (Weretouched)
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([X] or 1 or 9).
    When you would banish a spell ([X] or discard an ally) that has the Animal trait for its power, you may recharge it instead.
    On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card’s adventure deck number and the Animal trait.
    You may discard a card to move after your exploration.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodthorne)
    At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing. (Tyrant of the Harrow)
    Paizo reroll used?: n

    Will banish Charm Animal for an animal ally at the start of Feiya's turn. (Currently none in random ally list.)

    Horizon Hunters

    Deck Handler Elf: Str d4: Dex d10+1 (ranged +2) : Con d6 : Int d10+2 (disable +1) (Craft +2): Wis d6 : Cha d4 Alchemist

    Deck upgrade: Flask Thrower

    Start at the Trail

    "

    Damiel wrote:

    Hand: Tangleburn Bag, Slick Leather, Deathbane Light Crossbow, Blessing of Erastil, Acidic Bolas,

    Displayed:
    Current Location: Cathedral

    Deck: 13 Discard: 0 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [] if my location closes.
    Other: Shirt reroll used: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathtrap in a Jar, Blessing of the Elements 1, Blessing of the Elements 2, Ambrosia, The Winged Serpent, Elixir of Focus, Elixir of Healing (Core), Flask Thrower, Twitch Tonic, Laboratory Coat, Tinker, Embalming Fluid, Burglar's Bracers
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1
    Ranged: Dex +2
    Disable: Int +1
    Craft: Int +2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([X] then you may draw a card).

    You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.

    You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.


    "


    Heggal's Deck Handler

    Ruan Mirkova added in place of Bodyguard.
    Assuming no one else is interested, Heggal will add Wand of Restorative Touch loot item in place of Sacred Candle.
    Set aside Find Traps per AD2 reward.
    Start at Trail

    Heggal the Boisterous wrote:

    Hand: Full Plate, Linda Evangelist, Serge the Surgeon, The Lucky Drunk, Blessing of Cayden Cailean 1, Wand of Restorative Touch (loot),

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Trail
    Hero Points (Available): 0
    NOTES:
    Available Support: Blessings available (Cayden Cailean blessings recharge instead of discarding). The Lucky Drunk recharges to double bless a local check. Wand and Surgeon available for early heals.
    Other: Dice Re-Roll Used for 7-3D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathgrip, Blessing of Cayden Cailean 2, Glorious Warhammer, Cure, Clem (Social Climber), Augury, Pete the Priest of Pharasma, Divine Fortune, Soul Shard, Magic Chain Mail, Cayden Cailean's Revelry, Ruan Mirkova, Morningstar +1
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Heavy Armors, ☐ Weapons
    POWERS:
    Life of the Party Role Card:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1)(☐ +2)(☐ +3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    [X] When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    Deck Upgrade: Shizuru for Samurai
    Start at Trail with everyone

    "

    Raz wrote:

    Hand: Lance of Jousting, Cure, Champion's Do-Maru, Camela (Camel), Blessing of Shizuru,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Trail
    Hero Points: 0
    NOTES:
    Other: Dice Re-Roll Used for 7-3D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Grappler's Mask, Mountain Pattern Armor, Shieldsplitter Lance, Eagle Knight Dress Uniform, Our Lord in Iron, Shocking Lance +1, Earthbreaker (Core), Big John (Riding Horse), Black Spire( Riding Horse), Duke of Tozus (Retriever), Pawbringer X (Retriever), Blessing of Tsukiyo, Soul Shard
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6. If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "


    Deck Handler for Feiya

    After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward) - Banish Steal Book and replace with Life Drain

    Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
    - Spell was chosen. Set aside Pyrotechnic Blast

    Return Enervation to the available loot and put Life Drain (previously Steal Book) back in my deck.

    Ring of Fire added to deck as an upgrade. Replaces Pyrotechnic Blast.

    Put Pyrotechnic Blast back into my deck to resolve an issue (I was short a spell.)

    Start at the Trail.

    Discard The Paladin due to Harrow reward.

    "

    Feiya wrote:

    Hand: Crow (Core) 1, Life Drain (Core #1) 1, Leech (loot) 1, Blessing of Pharasma (#2) 3, Byzantine Lexicon 2, Locate Object 1,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Trail
    Hero Points: 1/1
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my blessings. Any Blessings of Pharasma recharge. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 2 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma (#0) 0, Wolverine (Core) 3, Ring of Fire 3, Ice and Fire 3, Life Drain (Core #0) 1, Duskwarden Ranger (loot) 3, Blessing of the Master of Masters 2, Staff of Minor Healing 1, Blessing of Pharasma (#1) 0, Lightning Bolt 3, Volcanic Storm (Core) 3
    Recharged:
    Discard Pile: The Paladin 1,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +3
    Craft: Intelligence +3
    Knowledge: Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    None
    POWERS:
    When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) (☐ 3) plus the adventure deck number of the recharged card, if any.
    You may discard an ally that has the Animal trait (☐ or any ally) to return a spell from your discard pile to your hand.
    ☐ When you would shuffle a non-henchman, non-villain monster you encountered into a location deck, you may exchange it for a random monster from the box.
    ☐ When you succeed at a Craft check (☐ or play a spell that has the Arcane trait), you may examine the top card of your deck; if it's a spell (☐ or ally), you may add it to your hand.
    ☑ When you play Blessing of Pharasma, or you play any blessing on any check to acquire an ally, you may recharge it instead of discarding it.

    "


    Deck Handler for Feiya

    Hourglass Discard: Zon-kuthon’s Pain - When this is the hour: After discarding any number of cards as damage, draw a card.

    Explore: Ingratiating Minion
    Auto succeed the Knowledge check. Ingratiating Minion banished.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Examine: Accursed Priest

    Cast Locate Object
    Examine: Ghost
    Examine: Vampire
    Examine: Noble
    Encounter Noble. Trail shuffled.

    Encounter: Noble
    Auto fail. Noble banished.

    Discard Crow to explore.
    random card (reroll 1 and 5): 1d12 ⇒ 7
    Explore: Sacred Candle
    Recharge Byzantine Lexicon
    Wisdom 10: 2d6 + 1d4 ⇒ (2, 1) + (1) = 4
    looks like my dice are working as normal... Sacred Candle banished.

    Use Leech on myself.
    Heal?: 1d4 - 1 ⇒ (3) - 1 = 2
    Feiya has all cards in her discard pile healed: (The Paladin 1, Crow (Core) 1). Deck shuffled.

    Feiya ends her turn.

    Feiya attempts to recover all cards in her Recovery pile.
    Locate Object 1: Arcane 8: 1d12 + 6 ⇒ (9) + 6 = 15 -> Locate Object 1 recharged.

    Feiya resets her hand.

    "

    Feiya wrote:

    Hand: Wolverine (Core) 3, Life Drain (Core #1) 1, Volcanic Storm (Core) 3, Blessing of Pharasma (#2) 3, Crow (Core) 1, Ice and Fire 3,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Trail
    Hero Points: 1/1
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my blessings. Any Blessings of Pharasma recharge. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 2 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma (#0) 0, Leech (loot) 1, Byzantine Lexicon 2, Lightning Bolt 3, Blessing of Pharasma (#1) 0, Staff of Minor Healing 1, Ring of Fire 3, Duskwarden Ranger (loot) 3, Life Drain (Core #0) 1, The Paladin 1, Blessing of the Master of Masters 2
    Recharged: Locate Object 1,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +3
    Craft: Intelligence +3
    Knowledge: Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    None
    POWERS:
    When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) (☐ 3) plus the adventure deck number of the recharged card, if any.
    You may discard an ally that has the Animal trait (☐ or any ally) to return a spell from your discard pile to your hand.
    ☐ When you would shuffle a non-henchman, non-villain monster you encountered into a location deck, you may exchange it for a random monster from the box.
    ☐ When you succeed at a Craft check (☐ or play a spell that has the Arcane trait), you may examine the top card of your deck; if it's a spell (☐ or ally), you may add it to your hand.
    ☑ When you play Blessing of Pharasma, or you play any blessing on any check to acquire an ally, you may recharge it instead of discarding it.

    "

    Summary:

    Trail cards 1, 5, and 7 have been cleared.
    We know there is an Accursed Priest, Ghost, and a Vampire (closing henchman) in the location somewhere.
    The Trail has been shuffled.


    Heggal's Deck Handler

    Forgot to use the 3B reward to examine top 5 cards of Heggal's deck and recharge any number: Priest of Pharasma, Ruan Mirkova, Morningstar +1, Cure, Magic Chain Mail. Recharge all cards except Morningstar +1.

    Start of turn:The hour of The Midwife
    When this is the hour: At the start of your turn, summon and encounter a monster.

    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.

    Each character must attempt a Wisdom 6 BA check.
    Reveal Ally, reveal Evangelist. Wisdom 6: 1d8 + 2 + 1d4 + 1 + 1 ⇒ (6) + 2 + (3) + 1 + 1 = 13 success
    Reveal Ally, reveal Evangelist, recharge BoCayden Cailean to bless.
    Combat 10: 2d8 + 3 + 1d4 + 1 + 1 ⇒ (8, 3) + 3 + (4) + 1 + 1 = 20 defeated
    Remain at Trail.

    Explore random top card (ignore 5 & 7): 1d11 + 1 ⇒ (4) + 1 = 5
    random top card (ignore 5 & 7): 1d11 + 1 ⇒ (11) + 1 = 12

    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.

    Reveal Ally, recharge Evangelist.
    Divine 12: 1d8 + 4 + 1d4 + 1 + 1d6 ⇒ (3) + 4 + (3) + 1 + (5) = 16 defeated

    Display Full Plate, end turn & reset hand.

    Heggal the Boisterous wrote:

    Hand: Morningstar +1, Soul Shard, Serge the Surgeon, Clem (Social Climber), The Lucky Drunk, Wand of Restorative Touch (loot),

    Displayed: Full Plate,
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Trail
    Hero Points (Available): 0
    NOTES:
    Available Support: The Lucky Drunk recharges to double bless a local check. Wand and Surgeon available for early heals.
    Other: Dice Re-Roll Used for 7-3D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Fortune, Cayden Cailean's Revelry, Glorious Warhammer, Blessing of Cayden Cailean 2, Augury, Deathgrip
    Recharged: Pete the Priest of Pharasma, Ruan Mirkova, Cure, Magic Chain Mail, Blessing of Cayden Cailean 1, Linda Evangelist,
    Discard Pile:
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Heavy Armors, ☐ Weapons
    POWERS:
    Life of the Party Role Card:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1)(☐ +2)(☐ +3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    [X] When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    Turn Summary:
    Card 12 banished.

    At the start of Damiel's turn, display Soul Shard.


    During This Adventure: 7-3: Descent into the Forbidden Ossuary
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward)
  • Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
  • For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated. (Scenario 7-2D Reward)

    During This Scenario: 7-3D: Confronting a Stranger

  • Harrow Suit: Keys

    STORY BANES:

  • Danger: Wraith
  • Villain: Corrupted Priestess
  • Closing Henchmen: Mummy, Plague Zombie, Vampire, Lich, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before blessing a check, recharge a card.
  • When you would move from an open location, succeeed at a Wisdom 6 check or you do not move and instead bury a card.
  • When you fail to acquire a blessing, but a card either from your hand or the hourglass.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Boar
    Monster 1

    Traits
    Animal

    Check
    Combat
    10
    THEN
    Combat
    11

    Powers
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Monster 2
    Spoiler:
    Infantry Devil
    Monster 2

    Traits
    Outsider
    Devil

    Check
    Combat
    14
    OR
    Arcane
    9

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

    Monster 3
    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 4
    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 5
    Spoiler:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Random Barriers:
    Barrier 1
    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 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:
    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 4
    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.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 3
    Spoiler:
    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.

    Weapon 4
    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 5
    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.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    7

    Powers
    For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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

    Spell 3
    Spoiler:
    Poison Blast
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    12

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

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

    Spell 4
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Spell 5
    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.

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

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    7

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

    Armor 3
    Spoiler:
    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:
    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:
    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.

    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:
    White War Paint
    Item 2

    Traits
    Liquid
    Paint

    Check
    Melee
    Divine
    5

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

    Item 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:
    Liquid Courage
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • Remove your scourge Frightened.
    • You may banish to ignore a monster’s before acting powers.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 11 check to recharge this card.

    Item 5
    Spoiler:
    Tangleburn Bag
    Item 2

    Traits
    Object
    Alchemical
    Attack
    Fire

    Check
    Intelligence
    Craft
    10

    Powers
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    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:
    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 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:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Ally 5
    Spoiler:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

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

    Random Blessings:
    Blessing 1
    Spoiler:
    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.

    Blessing 2
    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 3
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Blessing 4
    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.

    Blessing 5
    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.

    Turn: 3 Damiel/magi210

    Top of Blessing Discard Pile: Nethys’s Duality - When this is the hour: On your check against a spell, add 1d4.

    Top Blessing:
    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 Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Raz)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Blessings Deck Card 2 (Turn 5 Zova)
    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 3 (Turn 6 Feiya)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Blessings Deck Card 4 (Turn 7 Heggal)
    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 8 Damiel)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your checks while you avenge, bless.

    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Blessings Deck Card 6 (Turn 9 Raz)
    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 10 Zova)
    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.

    Blessings Deck Card 8 (Turn 11 Feiya)
    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.

    Blessings Deck Card 9 (Turn 12 Heggal)
    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 13 Damiel)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 11 (Turn 14 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 12 (Turn 15 Zova)
    Spoiler:
    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 Deck Card 13 (Turn 16 Feiya)
    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 14 (Turn 17 Heggal)
    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 15 (Turn 18 Damiel)
    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 16 (Turn 19 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 17 (Turn 20 Zova)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 18 (Turn 21 Feiya)
    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.

    Blessings Deck Card 19 (Turn 22 Heggal)
    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 20 (Turn 23 Damiel)
    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.

    Blessings Deck Card 21 (Turn 24 Raz)
    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 25 Zova)
    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 23 (Turn 26 Feiya)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 24 (Turn 27 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessings Deck Card 25 (Turn 28 Damiel)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 26 (Turn 29 Raz)
    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 27 (Turn 30 Zova)
    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.

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:5 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:3 ?:1

    Cliff Card 1:
    Corrupted Priestess
    Story Bane Monster 3

    Traits
    Human
    Cleric

    Check
    Wisdom
    6
    THEN
    Combat
    19

    Powers
    When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
    Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.

    Cliff Card 2:
    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.

    Cliff Card 3:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

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

    Cliff Card 4:
    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.

    Cliff Card 5:
    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.

    Cliff Card 6:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Cliff Card 7:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Cliff Card 8:
    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.

    Cliff Card 9:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Cliff Card 10:
    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.

    Cliff Card 11:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Cliff Card 12:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:4 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1

    Ossuary Card 1:
    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.

    Ossuary Card 2:
    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.

    Ossuary Card 3:
    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.

    Ossuary Card 4:
    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.

    Ossuary Card 5:
    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.

    Ossuary Card 6:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Ossuary 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.

    Ossuary Card 8:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Ossuary Card 9:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Ossuary Card 10:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

    Powers
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

    Ossuary Card 11:
    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.

    Ossuary Card 12:
    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.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:3 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:4 ?:1

    Shrine Card 1:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Shrine Card 2:
    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.

    Shrine 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.

    Shrine Card 4:
    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.

    Shrine Card 5:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Shrine Card 6:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Shrine Card 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.

    Shrine Card 8:
    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.

    Shrine Card 9:
    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.

    Shrine Card 10:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Shrine Card 11:
    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.

    Shrine Card 12:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
    Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Mountain
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:2 ?:1

    Mountain 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.

    Mountain Card 2:
    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.

    Mountain Card 3:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    Mountain Card 4:
    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.

    Mountain Card 5:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    Mountain Card 6:
    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.

    Mountain Card 7:
    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.

    Mountain 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.

    Mountain Card 9:
    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.

    Mountain Card 10:
    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.

    Mountain Card 11:
    Plague Zombie
    Story Bane Monster 2

    Traits
    Undead
    Zombie
    Disease
    Veteran

    Check
    Combat
    10
    THEN
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Mountain Card 12:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Trail
    Traits: Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M:5 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1
    Located here: Zova, Damiel, Heggal, Feiya, Raz
    Notes: Vampire, Accursed Priest, Ghost

    Trail 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.

    Trail Card 2:
    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.

    Trail Card 3:
    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.

    Trail Card 4:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Trail Card 5:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Trail Card 6:
    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.

    Trail Card 7:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Trail Card 8:
    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.

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:5 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1

    Crypt Card 1:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    Crypt Card 6:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    Display. While displayed:
    • When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    Wood Golem
    Monster 3

    Traits
    Construct
    Golem

    Check
    Combat
    18

    Powers
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster’s immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Crypt Card 10:
    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.

    Crypt Card 11:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Crypt Card 12:
    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.

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

    Graveyard Card 1:
    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.

    Graveyard Card 2:
    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.

    Graveyard Card 3:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Graveyard Card 4:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 5:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

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

    Graveyard Card 6:
    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.

    Graveyard Card 7:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Graveyard Card 8:
    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.

    Graveyard Card 9:
    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.

    Graveyard Card 10:
    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.

    Graveyard Card 11:
    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.

    Graveyard Card 12:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

  • Horizon Hunters

    Deck Handler Elf: Str d4: Dex d10+1 (ranged +2) : Con d6 : Int d10+2 (disable +1) (Craft +2): Wis d6 : Cha d4 Alchemist

    Turn 3: Nethys’s Duality
    When this is the hour: On your check against a spell, add 1d4.

    Give Deathbane light crossbow to Zova.
    Display Slick Leather armor.

    Free Explore: Accursed Priest (Combat 17)
    Reveal Acidic Bolas
    Reveal Tangleburn bag to add 2d6.

    Combat 17: 1d10 + 3 + 1d6 + 1d4 + 2d6 ⇒ (9) + 3 + (1) + (3) + (1, 4) = 21 -> Defeated.

    Bury Blessing of Erastil to AYA power.

    End turn, reset hand.


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    ========================
    Raz starts her turn.
    Hour: The Carnival
    Hour Power:All damage is Mental damage that cannot be reduced.
    Location: Trail
    Location Power: The difficulty of checks to defeat is increased by the number of distant characters.
    Scenario Powers:
    Before blessing a check, recharge a card.
    When you would move from an open location, succeeed at a Wisdom 6 check or you do not move and instead bury a card.
    When you fail to acquire a blessing, but a card either from your hand or the hourglass.

    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.

    Diplomacy 8: 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8

    Roll Details:

    Diplomacy - 1d10+4
    Champion's Do-Maru - 1

    Discard Asmodeus Tyranny to explore again

    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.

    Combat (Melee) 17(11+6): 1d8 + 2 + 1d8 + 1 + 1d8 + 1 + 1d8 + 1d8 ⇒ (6) + 2 + (3) + 1 + (6) + 1 + (5) + (1) = 25

    Roll Details:

    Combat (Melee) - 1d8+2
    Lance of Jousting - 1d8+1
    Lance of Jousting (Mount First Combat) - 1d8+1
    Double Blessed - 1d8+1d8

    Recharge Cure to allow me to Recharge Shizuru to bless
    Lance of Jousting has Magic

    As we continue to examine the trail for Letra, a wandering ghost come across our path. Calling upon the blessings of Shizuru, Camela and I easily dispatch of the Undead.

    "

    Raz wrote:

    Hand: Lance of Jousting, Mountain Pattern Armor, Champion's Do-Maru, Camela (Camel), Big John (Riding Horse),

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Trail
    Hero Points: 0
    NOTES:
    Other: Dice Re-Roll Used for 7-3D?: N

    Deck, Discard, Buried:

    Reloaded: Shieldsplitter Lance, Soul Shard, Blessing of Tsukiyo,
    Middle of Deck (Unknown Order): Grappler's Mask, Pawbringer X (Retriever), Black Spire( Riding Horse), Shocking Lance +1, Our Lord in Iron, Duke of Tozus (Retriever)
    Recharged: Earthbreaker (Core), Eagle Knight Dress Uniform, Cure, Blessing of Shizuru,
    Discard Pile: Asmodeus’s Tyranny,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6. If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "

    End of Turn Summary
    Acquired Card 2 of Trails
    Banished Card 3 of Trails


    During This Adventure: 7-3: Descent into the Forbidden Ossuary
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward)
  • Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
  • For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated. (Scenario 7-2D Reward)

    During This Scenario: 7-3D: Confronting a Stranger

  • Harrow Suit: Keys

    STORY BANES:

  • Danger: Wraith
  • Villain: Corrupted Priestess
  • Closing Henchmen: Mummy, Plague Zombie, Vampire, Lich, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before blessing a check, recharge a card.
  • When you would move from an open location, succeeed at a Wisdom 6 check or you do not move and instead bury a card.
  • When you fail to acquire a blessing, but a card either from your hand or the hourglass.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Monster 2
    Spoiler:
    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 3
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    Inquisitor Devil
    Monster 3

    Traits
    Outsider
    Devil

    Check
    Combat
    17
    OR
    Arcane
    10

    Powers
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Barrier 2
    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 3
    Spoiler:
    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.

    Barrier 4
    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 5
    Spoiler:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    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.

    Weapon 3
    Spoiler:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

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

    Weapon 4
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    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 2
    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 3
    Spoiler:
    Magical Mansion
    Spell 3

    Traits
    Magic
    Arcane
    Healing

    Check
    Intelligence
    Arcane
    8

    Powers
    Display next to a location. While displayed:
    • Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    • At the start of your turn or when this location is closed, banish.

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

    Spell 4
    Spoiler:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Freely display at a location. While displayed:
    • On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Twisted Space
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    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 2
    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 3
    Spoiler:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Armor 4
    Spoiler:
    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:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Random Items:
    Item 1
    Spoiler:
    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 2
    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 3
    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 4
    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 5
    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.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Djinn
    Ally 3

    Traits
    Outsider
    Genie

    Check
    Charisma
    Diplomacy
    Knowledge
    12

    Powers
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

    Ally 3
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    Ally 4
    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 5
    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.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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.

    Blessing 3
    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.

    Blessing 4
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessing 5
    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.

    Turn: 5 Zova/wkover

    Top of Blessing Discard Pile: Desna’s Freedom - When this is the hour: On each check, the first blessing played to bless may be played freely.

    Top Blessing:
    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 Remaining: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Feiya)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Blessings Deck Card 2 (Turn 7 Heggal)
    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 8 Damiel)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your checks while you avenge, bless.

    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Blessings Deck Card 4 (Turn 9 Raz)
    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 10 Zova)
    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.

    Blessings Deck Card 6 (Turn 11 Feiya)
    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.

    Blessings Deck Card 7 (Turn 12 Heggal)
    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 13 Damiel)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 9 (Turn 14 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 15 Zova)
    Spoiler:
    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 Deck Card 11 (Turn 16 Feiya)
    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 12 (Turn 17 Heggal)
    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 13 (Turn 18 Damiel)
    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 14 (Turn 19 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 15 (Turn 20 Zova)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 16 (Turn 21 Feiya)
    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.

    Blessings Deck Card 17 (Turn 22 Heggal)
    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 18 (Turn 23 Damiel)
    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.

    Blessings Deck Card 19 (Turn 24 Raz)
    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 20 (Turn 25 Zova)
    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 21 (Turn 26 Feiya)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 22 (Turn 27 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessings Deck Card 23 (Turn 28 Damiel)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 24 (Turn 29 Raz)
    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 25 (Turn 30 Zova)
    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.

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:5 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:3 ?:1

    Cliff Card 1:
    Corrupted Priestess
    Story Bane Monster 3

    Traits
    Human
    Cleric

    Check
    Wisdom
    6
    THEN
    Combat
    19

    Powers
    When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
    Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.

    Cliff Card 2:
    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.

    Cliff Card 3:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

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

    Cliff Card 4:
    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.

    Cliff Card 5:
    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.

    Cliff Card 6:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Cliff Card 7:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Cliff Card 8:
    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.

    Cliff Card 9:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Cliff Card 10:
    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.

    Cliff Card 11:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Cliff Card 12:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:4 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1

    Ossuary Card 1:
    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.

    Ossuary Card 2:
    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.

    Ossuary Card 3:
    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.

    Ossuary Card 4:
    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.

    Ossuary Card 5:
    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.

    Ossuary Card 6:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Ossuary 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.

    Ossuary Card 8:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Ossuary Card 9:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Ossuary Card 10:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

    Powers
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

    Ossuary Card 11:
    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.

    Ossuary Card 12:
    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.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:3 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:4 ?:1

    Shrine Card 1:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Shrine Card 2:
    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.

    Shrine 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.

    Shrine Card 4:
    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.

    Shrine Card 5:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Shrine Card 6:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Shrine Card 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.

    Shrine Card 8:
    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.

    Shrine Card 9:
    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.

    Shrine Card 10:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Shrine Card 11:
    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.

    Shrine Card 12:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
    Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Mountain
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:2 ?:1

    Mountain 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.

    Mountain Card 2:
    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.

    Mountain Card 3:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    Mountain Card 4:
    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.

    Mountain Card 5:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    Mountain Card 6:
    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.

    Mountain Card 7:
    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.

    Mountain 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.

    Mountain Card 9:
    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.

    Mountain Card 10:
    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.

    Mountain Card 11:
    Plague Zombie
    Story Bane Monster 2

    Traits
    Undead
    Zombie
    Disease
    Veteran

    Check
    Combat
    10
    THEN
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Mountain Card 12:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Trail
    Traits: Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Zova, Damiel, Heggal, Feiya, Raz
    Notes: Vampire

    Trail Card 1:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Trail Card 2:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Trail Card 3:
    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.

    Trail Card 4:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Trail Card 5:
    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.

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:5 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1

    Crypt Card 1:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    Crypt Card 6:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    Display. While displayed:
    • When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    Wood Golem
    Monster 3

    Traits
    Construct
    Golem

    Check
    Combat
    18

    Powers
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster’s immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Crypt Card 10:
    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.

    Crypt Card 11:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Crypt Card 12:
    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.

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

    Graveyard Card 1:
    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.

    Graveyard Card 2:
    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.

    Graveyard Card 3:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Graveyard Card 4:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 5:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

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

    Graveyard Card 6:
    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.

    Graveyard Card 7:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Graveyard Card 8:
    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.

    Graveyard Card 9:
    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.

    Graveyard Card 10:
    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.

    Graveyard Card 11:
    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.

    Graveyard Card 12:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.


  • STR d6 | DEX d8 (Stealth +1) | CON d8 (Fort +1) | INT d6 | WIS d8 (Survival +3) | CHA d6 Deck Handler

    Hour: Desna's Freedom.

    Give crossbow back to Damiel.

    Stay @ Trail and explore, encounter Vampire story bane.

    Asking Feiya to reduce by 5.

    Combat 11 (10+6-5) w/ spear, recharged Doodle (for power): 1d6 + 1d12 + 1 + 1d8 + 6 ⇒ (5) + (12) + 1 + (8) + 6 = 32 - success (recharging Angelstep for spear and Allosaurus for using power on character card)

    Botting Damiel's roll for 2nd combat.

    Combat 16: 1d10 + 3 + 1d6 + 1d4 + 2d6 ⇒ (7) + 3 + (3) + (4) + (3, 1) = 21 - vampire defeated

    Discarding Hawk Aspect to close Trail.

    Zova wrote:

    Hand: Aspect of the Bat, Blessing of Green Faith 1, Shield of Resistance, Sugarmaple Hornbeam (Elk), Wendifisa Spear, Cloud Puff, Blessing of Green Faith 2, Dimples (Wolverine), Sassafras (Moccasin),

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Hero Points: 3

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS: (Weretouched)
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([X] or 1 or 9).
    When you would banish a spell ([X] or discard an ally) that has the Animal trait for its power, you may recharge it instead.
    On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card’s adventure deck number and the Animal trait.
    You may discard a card to move after your exploration.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodthorne)
    At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing. (Tyrant of the Harrow)
    Paizo reroll used?: n

    Trail closed, everyone has to relocate. Damiel recharges 2 cards, Feiya recharges two cards (one to reduce, one for using power on character card). Zova moves to Ossuary.


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    Move to the Ossuary when Trail closes

    Horizon Hunters

    Deck Handler Elf: Str d4: Dex d10+1 (ranged +2) : Con d6 : Int d10+2 (disable +1) (Craft +2): Wis d6 : Cha d4 Alchemist

    Off turn: Damiel recharges Elixir of healing and tangleburn bag.

    Move to Graveyard


    During This Adventure: 7-3: Descent into the Forbidden Ossuary
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward)
  • Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
  • For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated. (Scenario 7-2D Reward)

    During This Scenario: 7-3D: Confronting a Stranger

  • Harrow Suit: Keys

    STORY BANES:

  • Danger: Wraith
  • Villain: Corrupted Priestess
  • Closing Henchmen: Mummy, Plague Zombie, Vampire, Lich, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before blessing a check, recharge a card.
  • When you would move from an open location, succeeed at a Wisdom 6 check or you do not move and instead bury a card.
  • When you fail to acquire a blessing, but a card either from your hand or the hourglass.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dandasuka
    Monster 3

    Traits
    Outsider
    Rakshasa

    Check
    Combat
    11

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
    After the roll, if the check was not blessed, reroll 1 die showing the highest value.

    Monster 2
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Monster 3
    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 4
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

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

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    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.

    Barrier 2
    Spoiler:
    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.

    Barrier 3
    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 4
    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 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

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

    Weapon 2
    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 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:
    Seeking Longbow
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 5
    Spoiler:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Random Spells:
    Spell 1
    Spoiler:
    Harrowing
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    Freely display at a location. While displayed:
    • On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Spell 2
    Spoiler:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Spell 3
    Spoiler:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    7

    Powers
    For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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

    Spell 4
    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 5
    Spoiler:
    Aspect Of The Monkey
    Spell 2

    Traits
    Magic
    Divine
    Animal

    Check
    Wisdom
    Divine
    7

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

    Random Armors:
    Armor 1
    Spoiler:
    Impervious Chain Shirt
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 4.
    • When you suffer any damage, you may discard to reduce it to 0.
    • You may discard to remove 1 of your scourges.

    Armor 2
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 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:
    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 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 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:
    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:
    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:
    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:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Ally 2
    Spoiler:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    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 4
    Spoiler:
    Gentleman Explorer
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    8
    OR
    Knowledge
    5

    Powers
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Ally 5
    Spoiler:
    Fortune-teller
    Ally 2

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.

    Random Blessings:
    Blessing 1
    Spoiler:
    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.

    Blessing 2
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessing 3
    Spoiler:
    The Courtesan
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.

    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

    Blessing 4
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessing 5
    Spoiler:
    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.

    Turn: 6 Feiya/Katlyn99

    Top of Blessing Discard Pile: The Publican - When this is the hour: When you would discard an ally, recharge it instead.

    Top Blessing:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Heggal)
    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 8 Damiel)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your checks while you avenge, bless.

    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Blessings Deck Card 3 (Turn 9 Raz)
    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 10 Zova)
    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.

    Blessings Deck Card 5 (Turn 11 Feiya)
    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.

    Blessings Deck Card 6 (Turn 12 Heggal)
    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 7 (Turn 13 Damiel)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 8 (Turn 14 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 15 Zova)
    Spoiler:
    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 Deck Card 10 (Turn 16 Feiya)
    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 11 (Turn 17 Heggal)
    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 12 (Turn 18 Damiel)
    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 13 (Turn 19 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 14 (Turn 20 Zova)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 15 (Turn 21 Feiya)
    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.

    Blessings Deck Card 16 (Turn 22 Heggal)
    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 17 (Turn 23 Damiel)
    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.

    Blessings Deck Card 18 (Turn 24 Raz)
    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 25 Zova)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 20 (Turn 26 Feiya)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 21 (Turn 27 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessings Deck Card 22 (Turn 28 Damiel)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 23 (Turn 29 Raz)
    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 24 (Turn 30 Zova)
    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.

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:5 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:3 ?:1

    Cliff Card 1:
    Corrupted Priestess
    Story Bane Monster 3

    Traits
    Human
    Cleric

    Check
    Wisdom
    6
    THEN
    Combat
    19

    Powers
    When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
    Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.

    Cliff Card 2:
    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.

    Cliff Card 3:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

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

    Cliff Card 4:
    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.

    Cliff Card 5:
    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.

    Cliff Card 6:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Cliff Card 7:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Cliff Card 8:
    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.

    Cliff Card 9:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Cliff Card 10:
    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.

    Cliff Card 11:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Cliff Card 12:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:4 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
    Located here: Zova, Raz

    Ossuary Card 1:
    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.

    Ossuary Card 2:
    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.

    Ossuary Card 3:
    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.

    Ossuary Card 4:
    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.

    Ossuary Card 5:
    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.

    Ossuary Card 6:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Ossuary 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.

    Ossuary Card 8:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Ossuary Card 9:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Ossuary Card 10:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

    Powers
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

    Ossuary Card 11:
    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.

    Ossuary Card 12:
    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.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:3 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:4 ?:1

    Shrine Card 1:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Shrine Card 2:
    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.

    Shrine 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.

    Shrine Card 4:
    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.

    Shrine Card 5:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Shrine Card 6:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Shrine Card 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.

    Shrine Card 8:
    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.

    Shrine Card 9:
    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.

    Shrine Card 10:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Shrine Card 11:
    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.

    Shrine Card 12:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
    Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Mountain
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:2 ?:1

    Mountain 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.

    Mountain Card 2:
    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.

    Mountain Card 3:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    Mountain Card 4:
    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.

    Mountain Card 5:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    Mountain Card 6:
    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.

    Mountain Card 7:
    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.

    Mountain 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.

    Mountain Card 9:
    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.

    Mountain Card 10:
    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.

    Mountain Card 11:
    Plague Zombie
    Story Bane Monster 2

    Traits
    Undead
    Zombie
    Disease
    Veteran

    Check
    Combat
    10
    THEN
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Mountain Card 12:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Trail
    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: Heggal, Feiya,
    Notes:

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:5 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1

    Crypt Card 1:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    Crypt Card 6:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    Display. While displayed:
    • When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    Wood Golem
    Monster 3

    Traits
    Construct
    Golem

    Check
    Combat
    18

    Powers
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster’s immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Crypt Card 10:
    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.

    Crypt Card 11:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Crypt Card 12:
    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.

    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:5 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
    Located here: Damiel,

    Graveyard Card 1:
    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.

    Graveyard Card 2:
    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.

    Graveyard Card 3:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Graveyard Card 4:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 5:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

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

    Graveyard Card 6:
    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.

    Graveyard Card 7:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Graveyard Card 8:
    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.

    Graveyard Card 9:
    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.

    Graveyard Card 10:
    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.

    Graveyard Card 11:
    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.

    Graveyard Card 12:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.


  • Deck Handler for Feiya

    OFF-TURN ACTIONS: Heggals tur - auto fail the Wis check, Zovas turn - recharge WOlverine, recharge life drain. Move to Graveyard when Trail closes.

    Hourglass Discard: The Publican - When this is the hour: When you would discard an ally, recharge it instead.

    Explore: Spiked Half-plate
    Auto fail. Spiked Half-plate banished.

    Recharge Crow to explore.
    Explore: Flask Of Curses
    Auto succeed at the craft check. Flask of Curses banished.

    "

    Feiya wrote:

    Hand: Volcanic Storm (Core) 3, Ice and Fire 3, Blessing of Pharasma (#2) 3, Life Drain (Core #0) 1, Duskwarden Ranger (loot) 3, Blessing of Pharasma (#0) 0,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Graveyard
    Hero Points: 1/1
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my blessings. Any Blessings of Pharasma recharge. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 2 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Fire 3, Lightning Bolt 3, The Paladin 1, Blessing of Pharasma (#1) 0, Staff of Minor Healing 1, Leech (loot) 1, Blessing of the Master of Masters 2, Byzantine Lexicon 2
    Recharged: Locate Object 1, Wolverine (Core) 3, Life Drain (Core #1) 1, Crow (Core) 1,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +3
    Craft: Intelligence +3
    Knowledge: Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    None
    POWERS:
    When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) (☐ 3) plus the adventure deck number of the recharged card, if any.
    You may discard an ally that has the Animal trait (☐ or any ally) to return a spell from your discard pile to your hand.
    ☐ When you would shuffle a non-henchman, non-villain monster you encountered into a location deck, you may exchange it for a random monster from the box.
    ☐ When you succeed at a Craft check (☐ or play a spell that has the Arcane trait), you may examine the top card of your deck; if it's a spell (☐ or ally), you may add it to your hand.
    ☑ When you play Blessing of Pharasma, or you play any blessing on any check to acquire an ally, you may recharge it instead of discarding it.

    "


    Heggal's Deck Handler

    Off turn actions:
    When Trail closes during Zova's turn, move to Shrine.

    The hour of Abadar's Law
    When this is the hour: On your check to close or to guard, add 1d4.
    Remain at Shrine.

    Explore:

    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.

    Reveal Ally, location power adds 2.
    Divine 4+#=7: 1d8 + 3 + 1d4 + 1 + 2 ⇒ (4) + 3 + (2) + 1 + 2 = 12 acquired

    Discard Iomedae's Justice to explore:

    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.

    Reveal Ally.
    Melee 4+#=7: 1d8 + 3 + 1d4 + 1 ⇒ (8) + 3 + (4) + 1 = 16 acquired

    Discard The Fiend to explore:

    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.

    Reveal Ally.
    Diplomacy 6+#=9: 1d10 + 2 + 1d4 + 1 ⇒ (5) + 2 + (3) + 1 = 11 defeated

    Discard Clem to explore:

    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.

    Reveal Ally. Zova recharges a card and a BotGreenFaith to bless.
    Perception 4+#=7: 3d4 + 1 ⇒ (2, 3, 2) + 1 = 8 defeated

    Discard Wand of Restorative Touch to heal Heggal: 1d4 + 1 ⇒ (3) + 1 = 4 Iomedae's Justice, The Fiend & Social Climber.
    Recharge check - Divine 12: 1d8 + 3 + 1d4 + 1 ⇒ (3) + 3 + (1) + 1 = 8 discarded

    End turn & reset hand.

    Heggal the Boisterous wrote:

    Hand: Morningstar +1, Linda Evangelist, Serge the Surgeon, Clem (Social Climber), The Lucky Drunk, Iomedae's Justice (acq),

    Displayed: Full Plate, Soul Shard,
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Shrine
    Hero Points (Available): 0
    NOTES:
    Available Support: The Lucky Drunk recharges to double bless a local check. Evangelist available. Heggal will recharge an extra card to bless if needed.
    Other: Dice Re-Roll Used for 7-3D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Fiend (acq), Cayden Cailean's Revelry, Ruan Mirkova, Deathgrip, Cure, Pete the Priest of Pharasma, Divine Fortune, Blessing of Cayden Cailean 2, Glorious Warhammer, Augury, Blessing of Cayden Cailean 1
    Recharged:
    Discard Pile: Wand of Restorative Touch (loot),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Heavy Armors, ☐ Weapons
    POWERS:
    Life of the Party Role Card:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1)(☐ +2)(☐ +3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    [X] When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    At the start of Damiel's turn, reveal Surgeon to heal Wand, then recharge Surgeon.


    STR d6 | DEX d8 (Stealth +1) | CON d8 (Fort +1) | INT d6 | WIS d8 (Survival +3) | CHA d6 Deck Handler

    Out of turn: Rechanging BoGF2 and Shield to bless.

    Zova wrote:

    Hand: Aspect of the Bat, Blessing of Green Faith 1, Sugarmaple Hornbeam (Elk), Wendifisa Spear, Cloud Puff, Dimples (Wolverine), Sassafras (Moccasin),

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 3

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS: (Weretouched)
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([X] or 1 or 9).
    When you would banish a spell ([X] or discard an ally) that has the Animal trait for its power, you may recharge it instead.
    On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card’s adventure deck number and the Animal trait.
    You may discard a card to move after your exploration.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodthorne)
    At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing. (Tyrant of the Harrow)
    Paizo reroll used?: n


    During This Adventure: 7-3: Descent into the Forbidden Ossuary
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward)
  • Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
  • For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated. (Scenario 7-2D Reward)

    During This Scenario: 7-3D: Confronting a Stranger

  • Harrow Suit: Keys

    STORY BANES:

  • Danger: Wraith
  • Villain: Corrupted Priestess
  • Closing Henchmen: Mummy, Plague Zombie, Vampire, Lich, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before blessing a check, recharge a card.
  • When you would move from an open location, succeeed at a Wisdom 6 check or you do not move and instead bury a card.
  • When you fail to acquire a blessing, but a card either from your hand or the hourglass.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

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

    Monster 3
    Spoiler:
    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:
    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:
    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 Barriers:
    Barrier 1
    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 2
    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 3
    Spoiler:
    Biting Tigers
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Combat
    16
    OR
    Acrobatics
    Disable
    Stealth
    9

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    Barrier 4
    Spoiler:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Wyrmsmite
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Magic
    Loot

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
    When a local character suffers damage, recharge to reduce it by 4.

    Weapon 2
    Spoiler:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

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

    Weapon 3
    Spoiler:
    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.

    Weapon 4
    Spoiler:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Weapon 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Remove Disease
    Spell 1

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to remove the scourge Plagued from any number of local characters.

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

    Spell 2
    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 3
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 4
    Spoiler:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Freely display at a location. While displayed:
    • On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Enlarge
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

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

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

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Impervious Chain Shirt
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 4.
    • When you suffer any damage, you may discard to reduce it to 0.
    • You may discard to remove 1 of your scourges.

    Armor 3
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 4
    Spoiler:
    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:
    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.

    Random Items:
    Item 1
    Spoiler:
    The Unveiling
    Item P2

    Traits
    Liquid
    Alchemical

    Check
    Constitution
    Divine
    Fortitude
    7

    Powers
    Banish or shuffle into another character’s deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Item 2
    Spoiler:
    Red Mantis Mask
    Item 3

    Traits
    Accessory
    Magic
    Deity: Achaekek
    Red Mantis

    Check
    Constitution
    Fortitude
    8

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

    Item 3
    Spoiler:
    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:
    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 5
    Spoiler:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

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

    Random Allies:
    Ally 1
    Spoiler:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    Ally 2
    Spoiler:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    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.

    Ally 4
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Ally 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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 3
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessing 4
    Spoiler:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

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

    Blessing 5
    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.

    Turn: 8 Damiel/magi210

    Top of Blessing Discard Pile: The Savored Sting - When this is the hour: On your checks while you avenge, bless.

    Top Blessing:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your checks while you avenge, bless.

    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Raz)
    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 10 Zova)
    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.

    Blessings Deck Card 3 (Turn 11 Feiya)
    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.

    Blessings Deck Card 4 (Turn 12 Heggal)
    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 13 Damiel)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 6 (Turn 14 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 15 Zova)
    Spoiler:
    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 Deck Card 8 (Turn 16 Feiya)
    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 17 Heggal)
    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 10 (Turn 18 Damiel)
    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 11 (Turn 19 Raz)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 12 (Turn 20 Zova)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 13 (Turn 21 Feiya)
    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.

    Blessings Deck Card 14 (Turn 22 Heggal)
    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 15 (Turn 23 Damiel)
    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.

    Blessings Deck Card 16 (Turn 24 Raz)
    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 17 (Turn 25 Zova)
    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 18 (Turn 26 Feiya)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 19 (Turn 27 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessings Deck Card 20 (Turn 28 Damiel)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 21 (Turn 29 Raz)
    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 22 (Turn 30 Zova)
    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.

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:5 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:3 ?:1

    Cliff Card 1:
    Corrupted Priestess
    Story Bane Monster 3

    Traits
    Human
    Cleric

    Check
    Wisdom
    6
    THEN
    Combat
    19

    Powers
    When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
    Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.

    Cliff Card 2:
    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.

    Cliff Card 3:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

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

    Cliff Card 4:
    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.

    Cliff Card 5:
    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.

    Cliff Card 6:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Cliff Card 7:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Cliff Card 8:
    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.

    Cliff Card 9:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Cliff Card 10:
    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.

    Cliff Card 11:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Cliff Card 12:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:4 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
    Located here: Zova, Raz

    Ossuary Card 1:
    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.

    Ossuary Card 2:
    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.

    Ossuary Card 3:
    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.

    Ossuary Card 4:
    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.

    Ossuary Card 5:
    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.

    Ossuary Card 6:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Ossuary 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.

    Ossuary Card 8:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Ossuary Card 9:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Ossuary Card 10:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

    Powers
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

    Ossuary Card 11:
    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.

    Ossuary Card 12:
    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.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:2 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
    Located here: Heggal,

    Shrine Card 1:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Shrine Card 2:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Shrine Card 3:
    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.

    Shrine Card 4:
    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.

    Shrine Card 5:
    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.

    Shrine Card 6:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Shrine Card 7:
    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.

    Shrine Card 8:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
    Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Mountain
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:2 ?:1

    Mountain 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.

    Mountain Card 2:
    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.

    Mountain Card 3:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    Mountain Card 4:
    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.

    Mountain Card 5:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    Mountain Card 6:
    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.

    Mountain Card 7:
    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.

    Mountain 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.

    Mountain Card 9:
    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.

    Mountain Card 10:
    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.

    Mountain Card 11:
    Plague Zombie
    Story Bane Monster 2

    Traits
    Undead
    Zombie
    Disease
    Veteran

    Check
    Combat
    10
    THEN
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Mountain Card 12:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Trail
    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:

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:5 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1

    Crypt Card 1:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    Crypt Card 6:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    Display. While displayed:
    • When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    Wood Golem
    Monster 3

    Traits
    Construct
    Golem

    Check
    Combat
    18

    Powers
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster’s immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Crypt Card 10:
    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.

    Crypt Card 11:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Crypt Card 12:
    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.

    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:5 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
    Located here: Damiel, Feiya,

    Graveyard Card 1:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Graveyard Card 2:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 3:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

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

    Graveyard Card 4:
    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.

    Graveyard Card 5:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Graveyard Card 6:
    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.

    Graveyard Card 7:
    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.

    Graveyard Card 8:
    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.

    Graveyard Card 9:
    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.

    Graveyard Card 10:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

  • Horizon Hunters

    Deck Handler Elf: Str d4: Dex d10+1 (ranged +2) : Con d6 : Int d10+2 (disable +1) (Craft +2): Wis d6 : Cha d4 Alchemist

    Turn 8: The Savored Sting
    When this is the hour: On your checks while you avenge, bless.

    Free Explore: Rajambari (Combat 17)

    BYA: Each local chacter takes 1 combat damage. Recharge Slick leather to prevent 1.

    Reveal Acidic Bolas
    Reveal Ambrosia to add 2d6
    Vulnerable to bludgeoning adds 4

    Combat 17: 1d10 + 3 + 1d6 + 1d4 + 2d6 + 4 ⇒ (7) + 3 + (6) + (3) + (1, 6) + 4 = 30 -> Defeated.

    Discard Tinker to explore again.

    Explore 2: Guardian Zombie (Combat 17)

    Reveal Acidic Bolas
    Reveal Ambrosia to add 2d6

    Combat 17: 1d10 + 3 + 1d6 + 1d4 + 2d6 ⇒ (10) + 3 + (5) + (3) + (1, 2) = 24 -> Defeated.

    End turn, reset hand.

    "

    Damiel wrote:

    Hand: Deathbane Light Crossbow, Ambrosia, The Winged Serpent, Twitch Tonic, Acidic Bolas,

    Displayed:
    Current Location: Cathedral

    Deck: 11 Discard: 1 Buried: 1
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [] if my location closes.
    Other: Shirt reroll used: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flask Thrower, Embalming Fluid, Burglar's Bracers, Blessing of the Elements 2, Blessing of the Elements 1, Laboratory Coat, Elixir of Focus, Deathtrap in a Jar
    Recharged: Elixir of Healing (Core), Tangleburn Bag, Slick Leather,
    Discard Pile: Tinker,
    Buried Pile: Blessing of Erastil,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1
    Ranged: Dex +2
    Disable: Int +1
    Craft: Int +2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([X] then you may draw a card).

    You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.

    You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.


    "


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    ========================
    Raz starts her turn.
    Hour: Abadar’s Law
    Hour Power:On your check to close or to guard, add 1d4.
    Location: Ossuary
    Location Power: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    Scenario Powers:
    Before blessing a check, recharge a card.
    When you would move from an open location, succeeed at a Wisdom 6 check or you do not move and instead bury a card.
    When you fail to acquire a blessing, but a card either from your hand or the hourglass.

    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.

    Combat (Melee) 11: 1d8 + 2 + 1d8 + 1 + 1d8 + 1 ⇒ (8) + 2 + (3) + 1 + (7) + 1 = 22

    Roll Details:

    Combat (Melee) - 1d8+2
    Lance of Jousting - 1d8+1
    Lance of Jousting (Mount First Combat) - 1d8+1

    Discard Camela to explore again

    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.

    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.

    Divine 8: 1d6 + 1 + 1d6 + 1d6 ⇒ (4) + 1 + (1) + (2) = 8

    Roll Details:

    Divine - 1d6+1
    Divine Aid - 1d6
    Blessed - 1d6

    Ask Feiya to recharge her Pharasma to bless

    As Zova and I explore the Ossuary, I come face to face with one of the entombed. It proves no match for Big John and I.

    "

    Raz wrote:

    Hand: Lance of Jousting, Mountain Pattern Armor, Champion's Do-Maru, Big John (Riding Horse), The Gold-fisted,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Ossuary
    Hero Points: 0
    NOTES:
    Other: Dice Re-Roll Used for 7-3D?: N

    Deck, Discard, Buried:

    Reloaded: Shieldsplitter Lance, Soul Shard, Blessing of Tsukiyo,
    Middle of Deck (Unknown Order): Duke of Tozus (Retriever), Shocking Lance +1, Grappler's Mask, Our Lord in Iron, Pawbringer X (Retriever), Black Spire( Riding Horse)
    Recharged: Earthbreaker (Core), Eagle Knight Dress Uniform, Cure, Blessing of Shizuru,
    Discard Pile: Asmodeus’s Tyranny, Camela (Camel),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6. If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "

    End of Turn Summary
    Banished top 2 cards of Ossuary
    Used Feiya's Pharasma
    Acquired top of the hourglass. Hours shifted by 1


    STR d6 | DEX d8 (Stealth +1) | CON d8 (Fort +1) | INT d6 | WIS d8 (Survival +3) | CHA d6 Deck Handler

    Hour off by 1: The Demon’s Lantern. On your check against a barrier, the difficulty is increased by 3.

    Display Aspect of the Bat. From Bat, examine top card: Deadfall Scorpion. Push it back and encounter next card instead: Restorative Touch (spell 3).

    Asking Feiya to recharge her other Pharasma (2 cards total) - sorry!

    Wis 8 w/ blessing: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (4) = 14 - spell 3 acquired

    Recharge Moccasin to explore, push back Scorpion again. Encounter Deathbane Crossbow.

    Dex 8 w/ recharged Dimples: 1d8 + 1d8 + 6 ⇒ (6) + (2) + 6 = 14 - acquired

    Raz and Zova are harried by a deadly scorpion (be an animal friend? no?), but they manage to evade long enough to scoop up a scroll and bow from the boneyard's mausoleum.

    Bat auto-recovers. Reveal plant, draw up.

    Zova wrote:

    Hand: Odette (Thylacine), Blessing of Green Faith 1, Restorative Touch, Sugarmaple Hornbeam (Elk), Wendifisa Spear, Cloud Puff, Wintervine, Blessing of Milani, Deathbane Light Crossbow, Doubletime (Monkey),

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 3

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Stealth: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Survival: Wisdom +3
    Charisma d6 ☐ +1

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS: (Weretouched)
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([X] or 1 or 9).
    When you would banish a spell ([X] or discard an ally) that has the Animal trait for its power, you may recharge it instead.
    On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card’s adventure deck number and the Animal trait.
    You may discard a card to move after your exploration.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodthorne)
    At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing. (Tyrant of the Harrow)
    Paizo reroll used?: n

    Cards 4-5 of Ossuary banished. Top card of Ossuary is Deadfall Scorpion (Card 3). Next card is Card 6. Over the past 2 turns, Feiya recharged both Pharasmas and 2 more cards. Hour is off by 1.


    3 people marked this as a favorite.
    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    I turn to Zova and ask

    "Do you think I could use the scorpion as a mount?"


    Deck Handler for Feiya

    OFF-TURN ACTIONS: Damiels turn - discard Life Drain for the combat damage, Raz's turn - recharge Ice and Fire and BoPharasma, Zova's turn - recharge Volcanic Storm and BoPharasma

    Hourglass Discard: The Demon’s Lantern
    WHEN THIS IS THE HOUR: On your check against a barrier, the difficulty is increased by 3.

    Reload Duskwarden Ranger to examine top card of my location - Allip
    Will shuffle it if Damiel wishes me to.

    "

    Feiya wrote:

    Hand: Staff of Minor Healing 1, Leech (loot) 1, Ring of Fire 3, Byzantine Lexicon 2, Duskwarden Ranger (loot) 3, Blessing of the Master of Masters 2,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Graveyard
    Hero Points: 1/1
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my blessings. Any Blessings of Pharasma recharge. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 2 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Paladin 1, Blessing of Pharasma (#1) 0, Lightning Bolt 3
    Recharged: Locate Object 1, Wolverine (Core) 3, Life Drain (Core #1) 1, Crow (Core) 1, Ice and Fire 3, Blessing of Pharasma (#2) 3, Volcanic Storm (Core) 3, Blessing of Pharasma (#0) 0,
    Discard Pile: Life Drain (Core #0) 1,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +3
    Craft: Intelligence +3
    Knowledge: Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    None
    POWERS:
    When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) (☐ 3) plus the adventure deck number of the recharged card, if any.
    You may discard an ally that has the Animal trait (☐ or any ally) to return a spell from your discard pile to your hand.
    ☐ When you would shuffle a non-henchman, non-villain monster you encountered into a location deck, you may exchange it for a random monster from the box.
    ☐ When you succeed at a Craft check (☐ or play a spell that has the Arcane trait), you may examine the top card of your deck; if it's a spell (☐ or ally), you may add it to your hand.
    ☑ When you play Blessing of Pharasma, or you play any blessing on any check to acquire an ally, you may recharge it instead of discarding it.

    "


    During This Adventure: 7-3: Descent into the Forbidden Ossuary
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 7-1 reward)
  • Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario. (Adventure 7-2 reward)
  • For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated. (Scenario 7-2D Reward)

    During This Scenario: 7-3D: Confronting a Stranger

  • Harrow Suit: Keys

    STORY BANES:

  • Danger: Wraith
  • Villain: Corrupted Priestess
  • Closing Henchmen: Mummy, Plague Zombie, Vampire, Lich, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before blessing a check, recharge a card.
  • When you would move from an open location, succeeed at a Wisdom 6 check or you do not move and instead bury a card.
  • When you fail to acquire a blessing, but a card either from your hand or the hourglass.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Monster 3
    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 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:
    Plaguebearer
    Monster 1

    Traits
    Aberration
    Disease

    Check
    Combat
    15

    Powers
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    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 4
    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 5
    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.

    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:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

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

    Weapon 3
    Spoiler:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 4
    Spoiler:
    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 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:
    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:
    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 3
    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 4
    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 5
    Spoiler:
    Wall Of Light
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Loot

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 2
    Spoiler:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

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

    Armor 3
    Spoiler:
    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 4
    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 5
    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.

    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:
    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:
    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 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:
    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 2
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    Ally 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:
    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 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 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 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:
    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.

    Blessing 4
    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.

    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: 12 Heggal/WilderRedbeard

    Top of Blessing Discard Pile: The Wind And The Waves - When this is the hour: At the start of the turn, any character may recharge a card to move.

    Top Blessing:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Damiel)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 14 Raz)
    Spoiler:
    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 Deck Card 3 (Turn 15 Zova)
    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 4 (Turn 16 Feiya)
    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 5 (Turn 17 Heggal)
    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 6 (Turn 18 Damiel)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 19 Raz)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 8 (Turn 20 Zova)
    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.

    Blessings Deck Card 9 (Turn 21 Feiya)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 10 (Turn 22 Heggal)
    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.

    Blessings Deck Card 11 (Turn 23 Damiel)
    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 12 (Turn 24 Raz)
    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 25 Zova)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 14 (Turn 26 Feiya)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessings Deck Card 15 (Turn 27 Heggal)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 16 (Turn 28 Damiel)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 17 (Turn 29 Raz)
    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.

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:5 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:3 ?:1

    Cliff Card 1:
    Corrupted Priestess
    Story Bane Monster 3

    Traits
    Human
    Cleric

    Check
    Wisdom
    6
    THEN
    Combat
    19

    Powers
    When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
    Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.

    Cliff Card 2:
    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.

    Cliff Card 3:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

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

    Cliff Card 4:
    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.

    Cliff Card 5:
    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.

    Cliff Card 6:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Cliff Card 7:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Cliff Card 8:
    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.

    Cliff Card 9:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Cliff Card 10:
    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.

    Cliff Card 11:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Cliff Card 12:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:3 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
    Located here: Zova, Raz

    Ossuary Card 1 - Deadfall Scorpion:
    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.

    Ossuary Card 2:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Ossuary Card 3:
    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.

    Ossuary Card 4:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Ossuary Card 5:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Ossuary Card 6:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

    Powers
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

    Ossuary Card 7:
    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.

    Ossuary Card 8:
    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.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:2 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
    Located here: Heggal,

    Shrine Card 1:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Shrine Card 2:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Shrine Card 3:
    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.

    Shrine Card 4:
    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.

    Shrine Card 5:
    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.

    Shrine Card 6:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Shrine Card 7:
    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.

    Shrine Card 8:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
    Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Mountain
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:2 ?:1

    Mountain 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.

    Mountain Card 2:
    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.

    Mountain Card 3:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    Mountain Card 4:
    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.

    Mountain Card 5:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    Mountain Card 6:
    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.

    Mountain Card 7:
    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.

    Mountain 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.

    Mountain Card 9:
    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.

    Mountain Card 10:
    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.

    Mountain Card 11:
    Plague Zombie
    Story Bane Monster 2

    Traits
    Undead
    Zombie
    Disease
    Veteran

    Check
    Combat
    10
    THEN
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Mountain Card 12:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Trail
    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:

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:5 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1

    Crypt Card 1:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    Crypt Card 6:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    Display. While displayed:
    • When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    Wood Golem
    Monster 3

    Traits
    Construct
    Golem

    Check
    Combat
    18

    Powers
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster’s immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Crypt Card 10:
    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.

    Crypt Card 11:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Crypt Card 12:
    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.

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:3 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
    Located here: Damiel, Feiya,
    Notes: Allip

    Graveyard Card 1 - Allip:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

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

    Graveyard 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.

    Graveyard Card 3:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Graveyard Card 4:
    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.

    Graveyard Card 5:
    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.

    Graveyard Card 6:
    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.

    Graveyard Card 7:
    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.

    Graveyard Card 8:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.


  • Heggal's Deck Handler

    The hour of The Wind and the Waves
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    Remain at Shrine.

    Explore:

    Gargoyle:
    Monster 2
    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Reveal Morningstar +1, Ally & Evangelist. Vulnerable to Magic.
    Combat 15-4=11: 1d8 + 3 + 1d8 + 1 + 1d4 + 1 + 1 ⇒ (4) + 3 + (1) + 1 + (2) + 1 + 1 = 13 defeated

    Discard Iomedae's Justice to explore:

    Sick Child:
    Barrier 2
    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Reveal Ally & recharge Evangelist.
    Diplomacy 12: 1d10 + 2 + 1d4 + 1 + 1d4 ⇒ (5) + 2 + (1) + 1 + (1) = 10 Paizo re-roll a d4
    Diplomacy 12: 5 + 2 + 1 + 1 + 1d4 ⇒ 5 + 2 + 1 + 1 + (4) = 13 defeated

    Recharge The Lucky Drunk to move to a random location: 1d6 ⇒ 1 Cliff.
    Reveal Ally for scenario power check:
    Wisdom 6: 1d8 + 2 + 1d4 + 1 ⇒ (6) + 2 + (2) + 1 = 11 success
    Explore:

    Corrupted Priestess:
    Story Bane Monster 3
    Traits
    Human
    Cleric

    Check
    Wisdom
    6
    THEN
    Combat
    19

    Powers
    When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
    Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.

    Before Acting, each character must succeed at a Wisdom 6 or they cannot guard and must bury a card.
    Pausing turn for guard checks.


    STR d6 | DEX d8 (Stealth +1) | CON d8 (Fort +1) | INT d6 | WIS d8 (Survival +3) | CHA d6 Deck Handler

    Out of turn: Wis 6: 1d8 + 3 ⇒ (3) + 3 = 6. Check passed.

    This allows Zova to guard the Ossuary. If Raz wants to guard, I'll evade my Ancient Skeleton with Odette (recharged) and leave the battle and glory to our paladin.


    Heggal's Deck Handler

    Continuing turn. Heggal will only use his own resources for the villain encounter.

    Villain Encounter:
    Reveal Ally for BA check.
    Wisdom 6: 1d8 + 2 + 1d4 + 1 ⇒ (7) + 2 + (4) + 1 = 14 success
    Summon & encounter:

    Skeletal Steed
    Story Bane Monster 3

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison. Vulnerable to Bludgeoning.
    Before acting, succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Combat damage.

    Reveal Ally for BA check. Soul Shard adds a d4.
    Dexterity 4+#=7: 1d6 + 2d4 + 1 ⇒ (1) + (1, 1) + 1 = 4 The Lucky Drunk re-rolls everything
    Dexterity 4+#=7: 1d6 + 2d4 + 1 ⇒ (1) + (4, 1) + 1 = 7 failed with a 5 result
    Combat damage: 1d4 ⇒ 1 Draw Full Plate to reduce to 0.
    Reveal Morningstar +1 and Ally for combat check. Vulnerable to Bludgeoning.
    Combat 11+##-4=13: 1d8 + 3 + 1d8 + 1 + 1d4 + 1 ⇒ (2) + 3 + (7) + 1 + (1) + 1 = 15 Lucky Drunk re-rolls 1s and 2s
    Combat 11+##-4=13: 1d8 + 3 + 7 + 1 + 1d4 + 1 ⇒ (1) + 3 + 7 + 1 + (3) + 1 = 16 defeated with 15 despite the ridiculous number of 1s and 2s this turn!

    On to the villain:
    Wisdom 6: 1d8 + 2 + 1d4 + 1 ⇒ (3) + 2 + (2) + 1 = 8 Lucky Drunk re-rolls the d4
    Wisdom 6: 3 + 2 + 1d4 + 1 ⇒ 3 + 2 + (1) + 1 = 7 succeeded with a 6
    Reveal and discard Morningstar +1, reveal Ally.
    Combat 19: 1d8 + 3 + 1d8 + 1 + 1d4 + 1d4 + 1 ⇒ (2) + 3 + (2) + 1 + (4) + (2) + 1 = 15 Lucky Drunk re-rolls everything but the d4
    Combat 19: 1d8 + 3 + 1d8 + 1 + 4 + 1d4 + 1 ⇒ (8) + 3 + (7) + 1 + 4 + (4) + 1 = 28 WA-BAM!
    Villain defeated
    No effect for location close.
    Heggal moves to Shrine

    We now join Heggal's companion, Clem, mid-story as he describes what transpired between Heggal and the Pharasman servant, Letra:
    "...I take my eye off the bumbling fool for one moment and he tumbles down a cliff! Pulling out my spyglass I barely catch a bead on him in time to watch him take out the legs of an ominous looking skeletal steed. As the half-soggy cleric and the rider brush themselves off I gasp with horror as I realize it's the bedeviled servant of Pharasma herself!"
    "Knowing the state Heggal is in and watching Letra raise her hand to ensorcell the poor fool, I kick a melon-sized rock off the edge toward the priestess. Wouldn't you know it, it takes two awkward bounces and hits Heggal square in the back! It hit him so hard his mace flew out of his hands and caught the priestess at the base of her ribs. She doubled over and took a moment to compose herself before she waved a hand to re-assemble her horse and took off like a shot. I scrambled down the rock face and found our little cleric no worse-for-wear with only a few more dents and scuffs in his plate. Cailean's really looking out for this one if you ask me. Either that or he's got a horshoe tucked between..."


    Deck Handler for Feiya

    OFF-TURN ACTIONS: Heggal's turn
    Recharge Byzantine Lexicon
    Wisdom 6: 2d6 ⇒ (3, 5) = 8

    I can guard but I'd rather not since I only have one attack spell in hand at the moment so I'm going to pass on guarding.

    Horizon Hunters

    Deck Handler Elf: Str d4: Dex d10+1 (ranged +2) : Con d6 : Int d10+2 (disable +1) (Craft +2): Wis d6 : Cha d4 Alchemist

    On Heggal's turn

    BYA Wisdom 6: 1d6 ⇒ 6 -> Success


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    Wisdom 6: 1d6 + 1d6 + 1 ⇒ (1) + (4) + 1 = 6

    Roll Details:

    Wisdom - 1d6
    Divine Aid - 1d6
    Champion's Do-Maru - 1

    Discard Shocking Lance for Divine Aid

    The presence of the Corrupted Princess has awaken the residents of the ossuary.

    Ancient Skeleton:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, either recharge a Divine card or suffer 1 Combat damage.

    Recharge Mountain Armor to prevent combat damage

    Combat (Melee) 17(11+6): 1d8 + 2 + 1d8 + 1 + 1d8 + 1 + 1 + 1d6 ⇒ (8) + 2 + (8) + 1 + (6) + 1 + 1 + (1) = 28

    Roll Details:

    Combat (Melee) - 1d8+2
    Lance of Jousting - 1d8+1
    Lance of Jousting (Mount First Combat) - 1d8+1
    Champion's Do-Maru - 1
    Divine Aid - 1d6

    Discard Grapplers mask for Divine Aid

    "And stay down you rotten pile of bones!"

    Horizon Hunters

    Deck Handler Elf: Str d4: Dex d10+1 (ranged +2) : Con d6 : Int d10+2 (disable +1) (Craft +2): Wis d6 : Cha d4 Alchemist

    Guard graveyard: Zombie Minon (Combat 9, then Combat 14)

    Reveal Bolas and Ambrosia for both checks.

    Combat 9: 1d10 + 3 + 1d6 + 1d4 + 1d6 ⇒ (7) + 3 + (3) + (2) + (2) = 17 -> Success

    Combat 14: 1d10 + 3 + 1d6 + 1d4 + 2d6 ⇒ (2) + 3 + (2) + (1) + (6, 4) = 18 -> Defeated, guarded.

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