ACG - Damiel
|
Turn 21: Benefaction
WHEN THIS IS THE HOUR
No effect.
Free Explore: Standard Bearer (Charisma 6)
Autofail. Recharge Crocodile Skin Armor to scenario rule.
Recharge Giant Slug to location power to explore.
Explore 2: Giant Fly (Combat 10)
Play Noxious Bomb
Reveal Alchemist Fire to add 2d6.
Combat 10: 1d10 + 1 + 2d6 + 2d6 ⇒ (4) + 1 + (2, 3) + (5, 4) = 19 -> Defeated. Bomb prevents AYA ability.
End turn.
Recover Noxious Bomb
reveal alchemist fire to add 2d6.
Craft 7: 1d10 + 2 + 2d6 ⇒ (1) + 2 + (4, 6) = 13 -> Recharged
Reset hand.
"
Hand: Snake, Corrosive Dagger +1, Alchemist's Fire, Blessing of the Elements 3, Seeking SHortbow,
Displayed:Deck: 9 Discard: 3 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Tavern if my location closes.
Middle of Deck (Unknown Order): Researcher, Armored Coat (Core), Light Crossbow (Core), Blessing of Erastil
Recharged: Antiplague (Core), Acid Flask (Core), Crocodile Skin Armor, Giant Slug, Noxious Bomb (Core),
Discard Pile:
Buried Pile:
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 ([] 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 ([] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
| Raz - Gimry |
========================
Raz starts her turn.
Hour: The Publican
Hour Power:When you would discard an ally, recharge it instead.
Location: Shop
Location Power: When you fail to acquire a boon, you may shuffle it into the location.
Scenario Powers: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card...
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
"Ah Lass. Might I interest you in this old axe?"
'The selection in this place is really sub-par. Everything they have is ancient!' I think to myself.
Diplomacy 6: 1d10 + 2 ⇒ (1) + 2 = 3
Diplomacy - 1d10+2
Use Power to use Diplomacy to acquire Armor/Weapons
Not wanting to deal with these antiques any longer, I wave the salesman off. With Pawbringer getting restless, I send him out to explore.
With Hour Power, Recharge Riding horse to explore again
Story Bane Barrier 0
Traits
Cache
Skirmish
Check
NONE
Powers
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise, it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
The salesman glares at me as he heads over to the entrance. As he opens the door, I hear him call out the Undead in the streets. As he does so, one of the zombies comes barging in after me!
Encounter the Danger
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 + 1d12 ⇒ (6) + 2 + (9) = 17
Combat (Melee) - 1d8+2
Earthbreaker (Core) - 1d12
Combat (Melee) 12(11+1): 1d8 + 2 + 1d12 + 1d4 + 1 ⇒ (7) + 2 + (6) + (3) + 1 = 19
Combat (Melee) - 1d8+2
Earthbreaker (Core) - 1d12
Enchant Weapon - 1d4+1
With Pawbringer nowhere still out searching the area, I grab Earthbreaker and send the Zombies back from whence they came.
SummonBoon: 1d6 ⇒ 3
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
This is an Auto for me using Diplomacy
The zombie happened to have a shield slung across his back. He won't be needing this anymore!
Diplomacy 6: 1d10 + 2 + 1d10 ⇒ (6) + 2 + (9) = 17
Diplomacy - 1d10+2
Blessed - 1d10
Have Feiya recharge the Peacock to bless
No Boons left to shuffle anywhere
Realizing there is nothing left worthwhile here, I glare at the storekeeper as I head out the door making sure to slam it on the way out.
As I leave the shop, I find myself in the Alley.
Move to Alley on close
Raz ends her turn.
Raz attempts to recover all cards in her Recovery pile.
Enchant Weapon: Divine 6: 1d6 + 1 ⇒ (3) + 1 = 4 -> Enchant Weapon discarded.
Raz resets her hand.
"
Hand: Earthbreaker (Core), Lance, Light Shield, Plague Mask, Blessing of the Samurai,
Displayed: Soul Shard, Chain Shirt, Leather Armor,
Deck: 7 Discard: 6 Buried: 1
Current Location: Shop
Hero Points: 0
NOTES:
Other: Dice Re-Roll Used for 7-1A?: Y
Middle of Deck (Unknown Order): Camel, Blessing of the Samurai(2), Riding Horse(2), Kikko Armor
Recharged: Naginata, Magic Scale Mail, Riding Horse,
Discard Pile:
Buried Pile:
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 (☐+1). 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 (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
End of Turn Summary
Closed the Shop
Moved to the Alley
| wkover - Zova |
The Tangled Briar. WHEN THIS IS THE HOUR: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Stay @ Tavern and explore, encounter Academae Student.
Int 3: 1d6 ⇒ 2 - fail, have to recharge a card per scenario (Cloud Puff)
Recharge Bodyguard to explore (Tavern power), encounter Skeleton.
One of the zombies has shed the entirely of its substance, leaving only its ivory structure.
Combat 12 (10+2) w/ spear, recharged Aspect: 1d6 + 1d8 + 3 + 1d12 + 1 ⇒ (5) + (8) + 3 + (8) + 1 = 25 - defeated
A spear jabs between two ribs, and Zova spins - tearing the fiend apart.
Recharge Bat to explore, encounter Dangerous Sale henchman. Summon and encounter 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 9 w/ spear: 1d8 + 3 + 1d12 + 1 ⇒ (1) + 3 + (1) + 1 = 6 - fail, no rerolls
Recharging armor for 1 combat damage, discarding spear and caiman. Also have to discard top card of deck from spear effect: Dog.
I'll take the Combat 12 check and fail that as well, since no cards left in hand.
Everyone at the Tavern takes 1d4 Poison damage.
Preoccupied with the shattered skeleton, the shifter misses the downwind zombie horde that bursts onto the scene. The Pathfinders break ranks after the vicious attack, nursing their infected wounds.
Hand: Aspect of the Hawk, Porcupine, Lookout, Fox (pre-Core), B of Green Faith 2, B of Green Faith 1, Cloud Puff,
Displayed:
Deck: 4 Discard: 5 Buried: 2
Hero Points: 0
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS:
When you draw or reset your hand, choose a hand size of 3, 5, or 7.
When you would banish a spell 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 ([ ] or to evade your encounter).
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, that character may discard a new Harrow blessing. (Tyrant of the Harrow)
Paizo reroll used?: Y
Failed vs. Zombie Minions, so Dangerous Sale is undefeated and shuffled back into the Tavern. All local characters take 1d4 Poison damage. Sorry everyone.
ACG - Damiel
|
Off turn Poison damage: 1d4 ⇒ 3: Discard Snake, Seeking Shortbow, Alchemist Fire
| Feiya - Katlyn99 |
Off turn update:
On Razs turn -
Recharge The Peacock to bless
On Zovas turn -
Feiya recharges Blessing of Abraxas to make second check that Zova does one easier (still an auto fail beut i wanted to recharge a card in case this damage is bad)
poison damage: 1d4 ⇒ 4
ok....wasnt expecting MAX but glad i recharged there....
Reveal Vulture to hand Cat (Core) to a random other character
gets my spell: 1d4 ⇒ 1 Damiel is the new proud owner of my Cat (Core).
Discard Lightning Touch, Harrowstrike, and Vulture.
"
Hand:
Displayed:
Deck: 9 Discard: 6 Buried: 0
Current Location: Tavern
Hero Points: 1/1
Merchandise Reroll: Not Used
NOTES:
Available Support: Feel free to use my blessings.
Other: When a local character attempts a check to acquire a spell or defeat a monster, I can recharge a card to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Fiery Glare (Core), Viper Strike (Core), Frostbite (Core), Steal Book, Fox (Core)
Recharged: Good Omen, Bestiary of Garund, The Peacock, Blessing of Abraxas,
Discard Pile:
Buried Pile:
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
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) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| BR Mork |
During This Adventure: 7-1: Attack of the Twice-Born
Story Banes | Scourges | Loot
During This Scenario: 7-1A: Once Bitten, Twice-Born
STORY BANES:
SETUP:
DURING THIS SCENARIO:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Barrier 1
Traits
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 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
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.
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 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
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 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Display next to a local character.
While displayed:
• At the end of this character’s turns, they may bury a card from their discards to heal a card.
• At the end of the scenario, banish; if proficient, bury instead.
Spell 1
Traits
Magic
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 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 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Item 0
Traits
Plant
Alchemical
Check
Wisdom
Divine
Survival
6
Powers
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Item 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.
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 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Ally 0
Traits
Human
Arcanist
Harrow
Check
Charisma
Diplomacy
6
Powers
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
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.
Turn: 24 Feiya/Katlyn99
Top of Blessing Discard Pile: The Trumpet - When this is the hour: Ignore cards’ before acting powers.
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: 6
Blessings Deck
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: 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 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: 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.
Den Of Iniquity
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: Allip
Plaza
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
Alley
Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Located here: Heggal, Raz
Notes: Displayed: Acolyte, Porcupine
Ally 0
Traits
Human
Bard
Check
Charisma
Diplomacy
4
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
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.
Story Bane Barrier 0
Traits
Cache
Skirmish
Check
NONE
Powers
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise, it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
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.
Shop
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
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Damiel, Zova, Feiya,
Notes: Dangerous Sale
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Item 0
Traits
Liquid
Magic
Divine
Check
Wisdom
Divine
4
Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Story Bane Barrier 0
Traits
Cache
Skirmish
Check
NONE
Powers
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise, it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
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.
Stable
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
| Feiya - Katlyn99 |
Hourglass Discard: The Trumpet
WHEN THIS IS THE HOUR: Ignore cards’ before acting powers.
Move: Move to Alley
YOLO swagger!!!!
Explore: Troubadour
Charisma 4: 1d8 ⇒ 6
Troubadour Acquired.
"
Hand: Troubadour, Fiery Glare (Core), Steal Book, Frostbite (Core), Viper Strike (Core), Fox (Core),
Displayed:
Deck: 4 Discard: 6 Buried: 0
Current Location: Alley
Hero Points: 1/1
Merchandise Reroll: Not Used
NOTES:
Available Support: Feel free to use my blessings.
Other: When a local character attempts a check to acquire a spell or defeat a monster, I can recharge a card to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): 0
Recharged: Good Omen, Bestiary of Garund, The Peacock, Blessing of Abraxas,
Discard Pile:
Buried Pile:
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
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) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| Heggal - WilderRedbeard |
The hour of Sands of the Hour
When this is the hour: No effect.
Remain at Alley.
Reveal Sage and heal Feiya: 1d4 + 1 ⇒ (3) + 1 = 4
Discard Sage.
A battered witch approaches from the end of the alley. Heggal recognizes them from the stables and offers to patch their wounds.
"No problem at all. My sage friend and I know a thing or two about treating injuries, don't we."
With a wink, Heggal proceeds to take a swig from his hip flask as the sage treats Feiya.
Display Lookout next to location to explore:
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.
End turn, discard Bastion Boots and reset hand.
Hand: Mace, Holy Light, Find Traps, Merchant, Standard Bearer,
Displayed: Spiked Breastplate (acq), Soul Shard, Half Plate,
Deck: 7 Discard: 3 Buried: 1
Current Location: Alley
Hero Points (Available): 0
NOTES:
Available Support: Find Traps to add 2 dice to a check against a barrier. Standard Bearer recharges to add 1d4 to a local STR/CON check.
Other: Dice Re-Roll Used for 7-1A?: Y
Middle of Deck (Unknown Order): Holy Symbol, Chain Mail, Blessing of Iomedae, Blessing of Pharasma, Gozreh's Growth (acq)
Recharged: Cure, Amulet of Mighty Fists (Zova's),
Discard Pile:
Buried Pile:
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
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
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 (☐+1) to your check.
ACG - Damiel
|
Turn 26: The Real Rabbit Prince
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
Draw The Real Rabbit Prince.
Free Explore: Leech (Wisdom 6)
Ask Zova to recharge Blessing of the Green Faith to bless.
Wisdom 6: 1d6 + 1d6 ⇒ (3) + (4) = 7 -> Acquired.
Recharge Leech to explore.
Explore 2: Holy Water (Wisdom 4)
Wisdom 4: 1d6 ⇒ 4 -> Acquired.
Discard Real Rabbit Prince to explore. Discarded to: 1d4 ⇒ 2 -> Zova
Dangerous Sale. Summon and encounter the danger (Zombie Minions)
Blessed due to real rabbit prince.
Reveal Corrosive dagger
Combat 9: 1d10 + 1 + 1d4 + 1 + 1d10 ⇒ (2) + 1 + (3) + 1 + (1) = 8
Use shirt reroll on the d10 that's a 1 reroll: 1d10 ⇒ 7 -> Success.
Second check
Reveal dagger and recharge to add another d4
Combat 12: 1d10 + 1 + 1d4 + 1 + 1d4 + 1d10 ⇒ (7) + 1 + (3) + 1 + (2) + (2) = 16 -> Defeated.
Summon: 1d6 ⇒ 6 -> Blessing
Pharasma's Knowing (Wisdom 5)
Wisdom 5: 1d6 + 1d6 ⇒ (6) + (3) = 9 -> Success
Reveal Cat to close. Zova reveals an ally to close.
Heal Blessing of the Elements.
End turn, move to Alley.
"
Hand: Cat (Core), Pharasmas Knowing, Armored Coat (Core), Blessing of the Elements 3, Holy Water,
Displayed:Deck: 12 Discard: 5 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Tavern if my location closes.
Middle of Deck (Unknown Order): Giant Slug, Acid Flask (Core), Crocodile Skin Armor, Blessing, Light Crossbow (Core), Blessing of the Elements 2, Leech, Antiplague (Core), Researcher, Noxious Bomb (Core), Corrosive Dagger +1, Blessing of Erastil
Recharged:
Discard Pile:
Buried Pile:
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 ([] 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 ([] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
Used one of Zova's Blessings of Green Faith. Zova has Real Rabbit Prince in discards.
| wkover - Zova |
Out of turn: One blessing of GF recharged. Rabbit Prince added to discard pile. Heal a card on Tavern close: Wendifisa Spear. Then move to Alley.
Hand: Aspect of the Hawk, Porcupine, Lookout, Fox (pre-Core), B of Green Faith 1, Cloud Puff,
Displayed:
Deck: 6 Discard: 5 Buried: 2
Hero Points: 0
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS:
When you draw or reset your hand, choose a hand size of 3, 5, or 7.
When you would banish a spell 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 ([ ] or to evade your encounter).
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, that character may discard a new Harrow blessing. (Tyrant of the Harrow)
Paizo reroll used?: Y
| Raz - Gimry |
========================
Raz starts her turn.
Hour: The Waxworks
Hour Power:At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Location: Shop
Location Power: When you fail to acquire a boon, you may shuffle it into the location.
Scenario Powers: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card...
Awesome way to start! Have to discard my BoSamurai from hour power...
Story Bane Barrier 0
Traits
Cache
Skirmish
Check
NONE
Powers
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise, it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
As we all gather to determine where to go next, another one of the Zombie salesmen approach us.
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 + 1d12 + 1d6 ⇒ (2) + 2 + (8) + (2) = 14
Combat (Melee) - 1d8+2
Earthbreaker (Core) - 1d12
Divine Aid - 1d6
Discard(Recharge) Camel from the top of my deck for Divine Aid
Combat (Melee) 12: 1d8 + 2 + 1d8 + 1d6 + 1d6 ⇒ (3) + 2 + (3) + (6) + (1) = 15
Combat (Melee) - 1d8+2
Lance - 1d8
Discard - 1d6
Divine Aid - 1d6
Discard Kikko Armor from top of deck for Divine Aid
Salesman Boon: 1d6 ⇒ 2
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 0, so won't waste the resources
Divine 6: 1d6 + 1 ⇒ (3) + 1 = 4
Divine - 1d6+1
As we finish with the salesman, we hear the cries of a trapped imp!
Close Check
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.
For the Win, so blowing everything
Divine 6: 1d6 + 1 + 1d6 + 1d6 + 1d4 ⇒ (1) + 1 + (1) + (1) + (1) = 5
Divine - 1d6+1
Divine Aid - 1d6
Blessed - 1d6
Feiya Fox = 1d4
Discard(Recharge) Horse for Divine Aid
Use Zova's Green Faith Blessing
Have Feiya recharge her Fox for Wis check
Recharge Plague Mask because I failed to get an Ally
"
Hand: Earthbreaker (Core), Lance, Naginata, Light Shield, Blessing of the Samurai(2),
Displayed: Soul Shard, Chain Shirt, Leather Armor,
Deck: 5 Discard: 8 Buried: 1
Current Location: Shop
Hero Points: 0
NOTES:
Other: Dice Re-Roll Used for 7-1A?: Y
Middle of Deck (Unknown Order): 0
Recharged: Magic Scale Mail, Riding Horse, Camel, Riding Horse(2), Plague Mask,
Discard Pile:
Buried Pile:
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 (☐+1). 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 (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
| wkover - Zova |
Out of turn: BoGF recharged for Raz.
A servile imp begs Raz to join the party, but the gnome sends it away - offended by its obsequious behavior.
The Uprising. WHEN THIS IS THE HOUR: Your non-combat check against a bane is blessed.
Explore Alley, encounter Frog. Auto-acquired w/ Survival.
Zova rescues a stray amphibian from a hole-in-the-alley restaurant specializing in frog delicacies.
Display Lookout beside Alley to explore, encounter Codex.
Int 5 to acquire: 1d6 ⇒ 2 - fail, codex banished
A research text is aflame in a rubbish bin. The shifter passes it by.
Display Frog to explore, encounter Strangler. Appropriate for an alley...
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.
Two hands grab Zova from behind...
Banish Cloud Puff to avoid BYA. Asking Raz to recharge BoS, since Aspect adds Melee. Feiya recharges something, if she doesn't mind.
...which is an act immediately regretted by the owner when a sharpened beak and claws make a mess of things.
Combat 9 (10-1) w/ Displayed Aspect, BoS: 1d8 + 3 + 1d6 + 1 + 1d8 ⇒ (5) + 3 + (2) + 1 + (6) = 17 - Strangler defeated
Now to close. Ally summoned: a Bat! Auto-acquired.
Survival skills for the win!
| BR Mork |
DEVELOPMENT:
The last of the undead fall at your feet. The troll augur, entrails in tow, shakes off a dismembered zombie limb before wordlessly departing. You help the man to his feet.
“You gawks think you’ve done a great job, neh? Well, you’ve saved my life but murdered my livelihood. Still, I suppose some thanks are in order. Tavar Greely, purveyor of assorted finery.” He bows deeply before reaching out to pry the darkened bronze amulet from a fallen necrotic hand.
Tavar stands to face you. “You’re Pathfinders, neh? You should take this mess and shake down that lowlife Horus. Sold me two faulty amulets, the charlatan. Think of how many people could have been hurt, and I’d have been on the hook for all of it!”
He presses the amulet and a small card into your hands. The card reads “Last Rites, Ankar-Te. Fine gifts and rebirths by Horus Ilaktya.”
SCENARIO REWARD:
Item 2
Traits
Accessory
Magic
Check
Constitution
Fortitude
9
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
ACQUIRED CARDS:
Weapon 1 Seeking Shortbow
Spell 1 Charm Person
Spell 0 Enchant Weapon
Spell 1 Good Omen
Spell 1 Harrowstrike
Armor 0 Chain Shirt
Armor 0 Leather Armor
Armor 0 Light Shield
Armor 0 Spiked Breastplate
Item 1 Bastion Boots
Item 1 Harrow Deck
Item 0 Holy Water
Item 0 Plague Mask
Ally 0 Bat
Ally 1 Bodyguard
Ally 1 Fox
Ally 0 Frog
Ally 1 Leech
Ally 0 Lookout
Ally 0 Porcupine
Ally 0 Sage
Ally 0 Snake
Ally 0 Troubadour
Blessing 1 Gozreh’s Growth
Blessing 1 Pharasma’s Knowing
Blessing 1 The Demon’s Lantern
Blessing 1 The Rakshasa
Blessing P1 The Real Rabbit Prince
| BR Mork |
7-1B: Easy on the Merchandise
The card Tavar gave you sends you to the storefront of the Urgathoan priest Horus Ilaktya. The Pathfinder Society has worked with him before. While that idea is odd on its face, the oddity seems a bit paler after your introduction to Kaer Maga. After a long journey from the Warren, you emerge into Ankar-Te, its streets bustling with undead servants carrying goods to and fro, and signs for businesses draped everywhere. Thick clouds of incense smoke mostly cover the odor of decay.
The handsome storefront of Last Rites is not difficult to find. The interior is well appointed, if a bit macabre. Examples of the shop’s work stand around the large show floor. Humanoid zombies lift crates over their heads, while various pack animals stand untempted beside fresh grain. A half-decayed mule, its chest cavity mostly replaced with a cunningly carved set of drawers, brays hoarsely as you approach. A gaunt face appears from beneath a long, ebony workbench beside you.
“Hello, friends. I see—” Horus stops midgreeting and spies the damaged amulet. He frowns deeply and asks how you came into possession of the object. You describe your encounter in the Warren as he reaches out a thin hand to inspect the amulet. “Poor Greely. I had hoped to keep these malfunctions quiet, but they’re becoming more frequent.” Horus indicates a stack of angry notes on the workbench.
“At this rate, word may even reach the Pharasmins. As to the nature of these issues, I have a theory, though in order to test it, I need your assistance. Another victim of this... abnormality... is a dear customer of mine. His servants destroyed some very precious supplies at a time when he needed them most. He is just beyond that door in my studio and I cannot work while he is still there. Kindly use that bravado so typical of the Society and ‘calm’ him for me?”
Horus unlocks a heavy door and ushers you through into a large, necromantic workspace. Opposite the doorway, a massive bloatmage turns, eyes red and enraged. Blood seeps from fresh lesions as his gaze falls on you. The steel door is closed and locked behind you.
LOCATIONS:
1-Laboratory
1-Repository
1-6-Storehouse
STORY BANES:
SETUP:
DURING THIS SCENARIO:
| BR Mork |
During This Adventure: 7-1: Attack of the Twice-Born
Story Banes | Scourges | Loot
During This Scenario: 7-1B: Easy on the Merchandise
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Aberration
Check
Combat
10
Powers
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Monster 1
Traits
Animal
Check
Combat
11
OR
Perception
Survival
6
Powers
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Monster 1
Traits
Construct
Check
Combat
12
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Monster 1
Traits
Animal
Poison
Check
Combat
10
OR
Acrobatics
7
Powers
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Barrier 1
Traits
Lock
Check
Strength
5
OR
Disable
3
Powers
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Weapon 1
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Weapon 1
Traits
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 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Melee
Ranged
Stealth
3
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
6
Powers
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
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.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• On this character’s checks against Disease or Poison cards, add 1d8.
• You may banish to remove the scourge Plagued or Poisoned from this character.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
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 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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 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 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
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.
Turn: 1 Damiel/magi210
Top of Blessing Discard Pile: The Publican - When this is the hour: When you would discard an ally, recharge it instead.
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: 29
Blessings Deck
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
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.
Laboratory
Traits: Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
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.
Story Bane Monster 1
Traits
Construct
Veteran
Check
Combat
12+##
OR
Arcane
7+#
Powers
A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor 2. Spell 4. Item
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.
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
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.
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Barrier 0
Traits
Skirmish
Outsider
Devil
Dragon
Check
Combat
10
OR
Arcane
Survival
6
Powers
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
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.
Weapon 0
Traits
Sling
Ranged
Bludgeoning
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Weapon 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.
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.
Monster 1
Traits
Aberration
Aquatic
Check
Combat
11
Powers
If this monster would be defeated, reroll.
Item 0
Traits
Object
Check
Wisdom
Perception
6
Powers
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Story Bane Monster 1
Traits
Construct
Veteran
Check
Combat
13+##
OR
Arcane
Knowledge
7+#
Powers
Immune to Mental and Poison.
Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:2
Notes: Bloatmage
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.
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Story Bane Monster 0
Traits
Human
Wizard
Veteran
Check
Combat
6+##
OR
Arcane
3+#
THEN
Combat
9+##
OR
Arcane
5+#
Powers
Resistant to Melee. Vulnerable to Poison.
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Item 0
Traits
Liquid
Magic
Divine
Check
Wisdom
Divine
4
Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Storehouse 2
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
Survival
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
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.
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Weapon 0
Traits
Hammer
Melee
Bludgeoning
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Storehouse 3
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
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.
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.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
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.
Storehouse 4
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
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.
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.
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Storehouse 5
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
ACG - Damiel
|
Card upgrades: Light Crossbow -> Deathbane Light Crossbow.
Antiplague -> Burglar's Bracers
Start at the Storehouse for the extra card draw. Will nmove to lab on starting turn.
"
Hand: Armored Coat (Core), Blessing of Erastil, Deathbane Light Crossbow, Blessing of the Elements 3, Giant Slug, Burglar's Bracers,
Displayed:Deck: 9 Discard: 0 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Tavern if my location closes.
Middle of Deck (Unknown Order): Acid Flask (Core), Corrosive Dagger +1, Elixir of Healing (Core), Researcher, Blessing of the Elements 1, Noxious Bomb (Core), Alchemist's Fire, Blessing of the Elements 2, Crocodile Skin Armor
Recharged:
Discard Pile:
Buried Pile:
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 ([] 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 ([] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
| wkover - Zova |
When two skeletons go on a date, is it necromantic?
Starting at Storehouse 2 for extra card.
Hand: B of Green Faith 2, B of Milani, Uncle Flappy (Bat), Aspect of the Mouse, Aspect of the Hawk, Wendifisa Spear, Erutaki Coat, Blue Star,
Displayed:
Deck: 8 Discard: 0 Buried: 0
Hero Points: 0
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS:
When you draw or reset your hand, choose a hand size of 3, 5, or 7.
When you would banish a spell 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 ([ ] or to evade your encounter).
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
| Heggal - WilderRedbeard |
Surgeon in for Merchant. Blessing of Pharasma in for BoIomedae.
Start at Storehouse 2 to avoid Bloatmage and add an extra card to starting hand.
Hand: Cure, Soul Shard, Holy Symbol, Surgeon, Pharasma's Knowing, Blessing of Cayden Cailean,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Storehouse 2
Hero Points (Available): 0
NOTES:
Available Support: Blessing of CC available. Cure ready for an early heal.
Other: Dice Re-Roll Used for 7-1B?: N
Middle of Deck (Unknown Order): Holy Light, Blessing of Pharasma, Chain Mail, Viper Strike, Lookout, Half Plate, Find Traps, Acolyte, Standard Bearer, Mace
Recharged:
Discard Pile:
Buried Pile:
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
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
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) to your check.
| Raz - Gimry |
I'll start at a storehouse, but move to the repository since I have my Soul Shard in hand
Replaced Cavern Guard and Riding horse with Retrievers. Now we're talking!
"
Hand: Earthbreaker (Core), Soul Shard, Riding Horse, Retriever (2), Blessing of the Samurai(3), Kikko Armor,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 0
NOTES:
Other: Dice Re-Roll Used for 7-2A?: N
Middle of Deck (Unknown Order): Lance, Blessing of the Samurai, Longsword (Core), Fireproof O-Yoroi, Camel, Naginata, Magic Scale Mail, Blessing of the Samurai(2), Retriever
Recharged:
Discard Pile:
Buried Pile:
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 (☐+1). 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 (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
ACG - Damiel
|
Turn 1: The Publican
When this is the hour: When you would discard an ally, recharge it instead.
The elf heads into familiar territory, checking out the scattered beakers and chemicals in the workshop for anything useful. One of the other former experiments makes it's way toward him, a well made axe gripped in its claws. He quickly fires a bolt at the furred humanoid, dispatching it quickly. The axe, surprisingly, continues to hover until another well placed bolt dispels the magical energy animating it.
Free Explore: Ratling (Combat 9)
BYA: N/A, assuming Feiya doesn't start at the lab.
Reveal Deathbane Light Crossbow
Recharge Giant Slug to add 1d4 and acid trait. Reveal blessing of Erastil to add 1d6.
Combat 9: 1d10 + 1 + 1d8 + 1 + 1d6 + 1d4 ⇒ (1) + 1 + (5) + 1 + (2) + (3) = 13 -> Defeated.
Discard Blessing of Elements to explore.
Animated Object (Combat 14)
Reveal Crossbow.
Discard Blessng of Erastil to add 2 dice.
Combat 14: 1d10 + 1 + 1d8 + 1 + 2d10 ⇒ (10) + 1 + (2) + 1 + (3, 10) = 27 -> Defeated.
Summon: 1d4 ⇒ 1 -> Weapon. (Returning Throwing Axe)
Ask Zova for BoGreen faith to bless.
Ranged 10: 1d10 + 1 + 1d10 ⇒ (1) + 1 + (6) = 8
Use shirt reroll on that 1. reroll: 1d10 ⇒ 8 -> Added to hand.
Close location. Scenario rule: Recharge: 1d4 ⇒ 4 -> Hand recharged.
Craft 6: 1d10 + 3 ⇒ (4) + 3 = 7 -> Lab is closed. Move to Storehouse 4.
"
Hand: Elixir of Healing (Core), Noxious Bomb (Core), Acid Flask (Core), Blessing of the Elements 2, Corrosive Dagger +1,
Displayed:Deck: 9 Discard: 2 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Repository if my location closes.
Middle of Deck (Unknown Order): Blessing of the Elements 1, Alchemist's Fire, Researcher, Crocodile Skin Armor
Recharged: Giant Slug, Deathbane Light Crossbow, Returning Throwing Axe, Burglar's Bracers, Armored Coat (Core),
Discard Pile:
Buried Pile:
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 ([] 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 ([] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
| wkover - Zova |
Out of turn: Recharging BoGF for Damiel.
Hand: B of Milani, Uncle Flappy (Bat), Aspect of the Mouse, Aspect of the Hawk, Wendifisa Spear, Erutaki Coat, Blue Star,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS:
When you draw or reset your hand, choose a hand size of 3, 5, or 7.
When you would banish a spell 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 ([ ] or to evade your encounter).
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
ACG - Damiel
|
Forgot to summon spells for lab close. (Aid, Commune, Soothing Word)
Encounter Soothing Word (Int 9)
Intelligence 9: 1d10 + 1 ⇒ (5) + 1 = 6 -> Banished. No cards to discard to desperate.
"
Hand: Elixir of Healing (Core), Noxious Bomb (Core), Acid Flask (Core), Blessing of the Elements 2, Corrosive Dagger +1, Alchemist's Fire,
Displayed:Deck: 8 Discard: 2 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Repository if my location closes.
Other: Shirt reroll used: Y
Middle of Deck (Unknown Order): Researcher, Crocodile Skin Armor, Blessing of the Elements 1
Recharged: Giant Slug, Deathbane Light Crossbow, Returning Throwing Axe, Burglar's Bracers, Armored Coat (Core),
Discard Pile:
Buried Pile:
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 ([] 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 ([] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
| Raz - Gimry |
========================
Raz starts her turn.
Hour: The Waxworks
Hour Power:At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Location: Storehouse
Location Power: Treat your hand size as 1 larger.
Scenario Powers: When you attempt to close or guard a location, recharge 1d4 cards.
Desperate: When you encounter a boon and do not acquire it, discard a card.
Display Soul Shard and Kikko Armor
Discard BoSamurai from Hour Power
Move to repository
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.
Intelligence 8: 1d4 + 1d6 + 1d4 ⇒ (4) + (6) + (1) = 11
Intelligence - 1d4
Divine Aid - 1d6
Blessed - 1d4
Discard Lance from top of Deck for Divine Aid
Have Damiel recharge his Elements (Invokes Poison)
Discard Toxic Cloud when I reset my hand
"
Hand: Earthbreaker (Core), Fireproof O-Yoroi, Riding Horse, Retriever (2), Camel,
Displayed: Kikko Armor, Soul Shard,
Deck: 6 Discard: 3 Buried: 0
Current Location: Repository
Hero Points: 0
NOTES:
Other: Dice Re-Roll Used for 7-2A?: N
Middle of Deck (Unknown Order): Blessing of the Samurai, Retriever, Naginata, Magic Scale Mail, Blessing of the Samurai(2), Longsword (Core)
Recharged:
Discard Pile:
Buried Pile:
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 (☐+1). 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 (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
End of Turn Summary
Acquired top card of Repository
Damiel Recharges their BoElements
ACG - Damiel
|
Off turn, recharge BoElements for Raz.
| wkover - Zova |
The Idiot. WHEN THIS IS THE HOUR: When you fail a check, suffer the scourge Drained.
Damiel and Raz send a courier, who explains that the Repository could use additional investigation. Perturbed by the toxins leaching into the soil, Zova visits in an attempt to cleanse the landscape.
Move to Repository, encounter sling. Display Aspect of the Mouse.
Dex 3 w/ displayed Mouse: 1d8 + 1d6 ⇒ (4) + (4) = 8 - sling acquired
A sling sits atop a shelf, and Zova elongates her fingers so that they can nimbly remove the leathery weapon from its perch.
It reminds the shifter of cowhide.
Discard Flappy to explore, encounter a Shrieky Plant.
Surv 6 w/ bat bonus, coat: 1d8 + 3 + 1d4 + 1 ⇒ (1) + 3 + (2) + 1 = 7
Zova slithers by a guardian weed, successfully avoiding its alert howl.
Mouse aspect auto-recharges. Reveal plant for hand size +1.
Hand: Sneakers the pre-Core Fox, B of Milani, Amulet of Mighty Fists, Sling, Aspect of the Hawk, Wendifisa Spear, Erutaki Coat, Blue Star,
Displayed:
Deck: 8 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Star helps with local combat; sling helps with any combat.
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS:
When you draw or reset your hand, choose a hand size of 3, 5, or 7.
When you would banish a spell 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 ([ ] or to evade your encounter).
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
| BR Mork |
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessing 1
Traits
Suit: 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.
| BR Mork |
During This Adventure: 7-1: Attack of the Twice-Born
Story Banes | Scourges | Loot
During This Scenario: 7-1B: Easy on the Merchandise
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Monster 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Monster 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 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Barrier 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 1
Traits
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 1
Traits
Obstacle
Check
Strength
Survival
6
OR
Constitution
Fortitude
8
Powers
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
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 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 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 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.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
6
Powers
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
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 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 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
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 0
Traits
Animal
Check
Wisdom
Arcane
Survival
5
Powers
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 1
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Turn: 4 Feiya/Katlyn99
Top of Blessing Discard Pile: Orison - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Remaining: 26
Blessings Deck
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
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.
Laboratory
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Zova, Raz
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.
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.
Monster 1
Traits
Aberration
Aquatic
Check
Combat
11
Powers
If this monster would be defeated, reroll.
Item 0
Traits
Object
Check
Wisdom
Perception
6
Powers
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Story Bane Monster 1
Traits
Construct
Veteran
Check
Combat
13+##
OR
Arcane
Knowledge
7+#
Powers
Immune to Mental and Poison.
Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:2
Notes: Bloatmage
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.
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Story Bane Monster 0
Traits
Human
Wizard
Veteran
Check
Combat
6+##
OR
Arcane
3+#
THEN
Combat
9+##
OR
Arcane
5+#
Powers
Resistant to Melee. Vulnerable to Poison.
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Item 0
Traits
Liquid
Magic
Divine
Check
Wisdom
Divine
4
Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Storehouse 2
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Heggal
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
Survival
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
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.
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Weapon 0
Traits
Hammer
Melee
Bludgeoning
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Storehouse 3
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
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.
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.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
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.
Storehouse 4
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Damiel
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
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.
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.
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Storehouse 5
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
| Feiya - Katlyn99 |
Starting at Storehouse #2
"
Hand: Blessing of Pharasma, Fiery Glare (Core), Staff of Minor Healing, Blessing of the Elements, Viper Strike (Core), Frostbite (Core), Steal Book,
Displayed:
Deck: 7 Discard: 1 Buried: 0
Current Location: Storehouse 2
Hero Points: 1/1
Merchandise Reroll: Not Used
NOTES:
Available Support: Feel free to use my blessings.
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 1 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Fox (Core), Vulture, Blessing of Abraxas, Lightning Touch (Core), Cat (Core), Ring of Protection, Life Drain (Core)
Recharged:
Discard Pile:
Buried Pile:
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
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) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| Feiya - Katlyn99 |
OFF-TURN ACTIONS: Damiels turn - cast Steal Book to acquire Soothing Word
Feiya attempts to recover all cards in her Recovery pile.
Steal Book: Arcane 7: 1d12 + 3 ⇒ (5) + 3 = 8 -> Steal Book recharged.
Hourglass Discard: Orison
WHEN THIS IS THE HOUR: No effect
Move: Stay at Storehouse #2
Explore: Hide Armor
Constitution 3: 1d6 ⇒ 3
Hide Armor acquired. Display Hide Armor.
Recharge Staff of Minor Healing to heal a card - The Peacock
Discard Blessing of the Elements to explore.
Explore: Spider Swarm
Recharge Viper Strike, Cast Frostbite
Combat 10-4-1: 1d10 + 3 + 2d4 ⇒ (4) + 3 + (1, 4) = 12
Spider Swarm is banished.
Cast Soothing Word to heal a card - Blessing of the Elements
Feiya ends her turn.
Feiya attempts to recover all cards in her Recovery pile.
Frostbite (Core) 0: Arcane 8: 1d12 + 3 ⇒ (9) + 3 = 12 -> Frostbite (Core) 0 recharged.
Soothing Word 0: Arcane 11: 1d12 + 3 ⇒ (7) + 3 = 10 -> Soothing Word 0 discarded.
Feiya resets her hand.
"
Hand: Blessing of Pharasma (#0) 0, Fiery Glare (Core) 0, Viper Strike (Core) 0, Blessing of Abraxas 0, Steal Book 0, Fox (Core) 1, Lightning Touch (Core) 0,
Displayed: Hide Armor 0,
Deck: 9 Discard: 1 Buried: 0
Current Location: Storehouse 2
Hero Points: 1/1
Merchandise Reroll: Not Used
NOTES:
Available Support: Feel free to use my blessings. 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.
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 1 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Cat (Core) 0, Ring of Protection 2, The Peacock 1, Blessing of Pharasma (#1) 0, Blessing of the Elements 0, Vulture 0, Staff of Minor Healing 1, Life Drain (Core) 1
Recharged: Frostbite (Core) 0,
Discard Pile:
Buried Pile:
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
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) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| BR Mork |
During This Adventure: 7-1: Attack of the Twice-Born
Story Banes | Scourges | Loot
During This Scenario: 7-1B: Easy on the Merchandise
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
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 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Monster 1
Traits
Aberration
Check
Combat
10
Powers
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
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 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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
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 0
Traits
Bow
Ranged
Piercing
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. 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 6 check to recharge it instead.
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 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Item 0
Traits
Liquid
Alchemical
Attack
Poison
Check
Intelligence
Craft
5
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Ally 0
Traits
Animal
Check
Wisdom
Arcane
Survival
5
Powers
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 0
Traits
Human
Arcanist
Harrow
Check
Charisma
Diplomacy
6
Powers
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Blessing 1
Traits
Suit: 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 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: 5 Heggal/WilderRedbeard
Top of Blessing Discard Pile: The Courtesan - When this is the hour: When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
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.
Blessings Remaining: 25
Blessings Deck
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
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.
Laboratory
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Zova, Raz
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.
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.
Monster 1
Traits
Aberration
Aquatic
Check
Combat
11
Powers
If this monster would be defeated, reroll.
Item 0
Traits
Object
Check
Wisdom
Perception
6
Powers
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Story Bane Monster 1
Traits
Construct
Veteran
Check
Combat
13+##
OR
Arcane
Knowledge
7+#
Powers
Immune to Mental and Poison.
Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:2
Notes: Bloatmage
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.
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Story Bane Monster 0
Traits
Human
Wizard
Veteran
Check
Combat
6+##
OR
Arcane
3+#
THEN
Combat
9+##
OR
Arcane
5+#
Powers
Resistant to Melee. Vulnerable to Poison.
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Item 0
Traits
Liquid
Magic
Divine
Check
Wisdom
Divine
4
Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Storehouse 2
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Heggal, Feiya
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.
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.
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Weapon 0
Traits
Hammer
Melee
Bludgeoning
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Storehouse 3
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
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.
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.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
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.
Storehouse 4
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Damiel
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
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.
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.
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Storehouse 5
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
| Heggal - WilderRedbeard |
The hour of The Courtesan
When this is the hour: When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
Move to Repository.
Display Soul Shard.
Explore:
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.
Melee 12: 2d8 + 2 + 1d4 + 1 ⇒ (5, 4) + 2 + (3) + 1 = 15 acquired
Heggal's "frantic" search for a weapon comes to an end when his surgeon companion hands him a solid greataxe.
Discard Pharasma's Knowing to draw 2 (Half Plate, Find Traps) recharge 2 (Cure, Find Traps) and explore:
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.
Constitution 8: 1d6 + 1d4 + 1 ⇒ (5) + (2) + 1 = 8 acquired
He's about to charge headfirst in pursuit of the bloatmage when the surgeon reminds him he's not wearing his armor. Heggal thinks to himself, That surgeon sure is helpful. I should really remember her name at a time like this. Nancy? no, not Nancy. Andrea? No, it'll come to me...
Display Half Plate and Spiked Half Plate.
End turn and reset hand.
Hand: Mace, Chain Mail, Holy Symbol, Surgeon, Giantbane Greataxe (acq),
Displayed: Soul Shard, Half Plate, Spiked Half-Plate,
Deck: 8 Discard: 2 Buried: 0
Current Location: Repository
Hero Points (Available): 0
NOTES:
Available Support: Can pass Chain Mail to another character.
Other: Dice Re-Roll Used for 7-1B?: N
Middle of Deck (Unknown Order): Viper Strike, Acolyte, Blessing of Pharasma, Holy Light, Lookout, Standard Bearer
Recharged: Cure, Find Traps,
Discard Pile:
Buried Pile:
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
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
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) to your check.
ACG - Damiel
|
Turn 6: The Crows
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
Move to the Repository.
Free Explore: Reefclaw (Combat 11)
Reveal Corrosive Dagger
Recharge Noxious Bomb to add 1d4 and acid trait.
Recharge Alchemist Fire to add 2d6.
Combat 11: 1d10 + 2 + 1d4 + 1 + 1d4 + 2d6 ⇒ (5) + 2 + (3) + 1 + (4) + (2, 2) = 19 -> Success, rerolling per monster power.
Combat 11: 1d10 + 2 + 1d4 + 1 + 1d4 + 2d6 ⇒ (8) + 2 + (2) + 1 + (2) + (3, 2) = 20 -> Defeated.
End turn, reset hand.
"
Hand: Elixir of Healing (Core), Crocodile Skin Armor, Acid Flask (Core), Researcher, Corrosive Dagger +1,
Displayed:Deck: 9 Discard: 2 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Repository if my location closes.
Other: Shirt reroll used: Y
Middle of Deck (Unknown Order): Blessing of the Elements 1
Recharged: Giant Slug, Deathbane Light Crossbow, Returning Throwing Axe, Burglar's Bracers, Armored Coat (Core), Blessing of the Elements 2, Alchemist's Fire, Noxious Bomb (Core),
Discard Pile:
Buried Pile:
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 ([] 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 ([] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
| Raz - Gimry |
========================
Raz starts her turn.
Hour: Shelyn’s Song
Hour Power:When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Location: Repository
Location Power: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
Scenario Powers: When you attempt to close or guard a location, recharge 1d4 cards.
Desperate: When you encounter a boon and do not acquire it, discard a card.
Item 0
Traits
Object
Check
Wisdom
Perception
6
Powers
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Wisdom 6: 1d6 + 1d6 ⇒ (3) + (3) = 6
Wisdom - 1d6
Divine Aid - 1d6
Recharge Retriever for Divine Aid
As we continue to search the repository, Pawbringer brings me a Spyglass.
Trying to find a way out of here, I decide to use the Spyglass to scout ahead.
Card 5 -> Razor Snare
Card 6 -> Staff Of Minor Healing
Using the glass, I spy some snares, but I also spy a Healing staff. I decide to send Pawbringer over to look at the staff.
Flip the Order. Staff on top, Snare underneath
Discard the Retriever to explore and add 1d6 to acquire items
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Divine 7: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (5) = 12
Divine - 1d6+1
Retriever - 1d6
As I get the staff, I immediately use it to heal myself.
Raz is healed for 1: (Toxic Cloud). Deck shuffled.
What a waste :)
"
Hand: Earthbreaker (Core), Longsword (Core), Fireproof O-Yoroi, Riding Horse, Camel,
Displayed: Kikko Armor, Soul Shard,
Deck: 7 Discard: 4 Buried: 0
Current Location: Repository
Hero Points: 0
NOTES:
Other: Dice Re-Roll Used for 7-2A?: N
Middle of Deck (Unknown Order): Blessing of the Samurai, Staff Of Minor Healing, Blessing of the Samurai(2), Magic Scale Mail, Naginata, Retriever, Toxic Cloud
Recharged:
Discard Pile:
Buried Pile:
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 (☐+1). 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 (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
End of Turn Summary
Acquired Cards 4 and 6
Card 5 is on top and is know to be the Razor Snare.
| wkover - Zova |
The Lost. WHEN THIS IS THE HOUR: When you would recharge a Magic boon, discard it instead.
Being low to the ground and keen eyed, Raz spies a carefully laid trap.
Explore Repository, encounter Snare.
Surv 6 w/ coat: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7 - Snare defeated
Zova disassembles the thorny death trap, and all is well.
Discard Milani to explore, encounter Clockwork Guardian.
Asking Damiel to recharge Acid Flask (for power).
Combat 15 (13+2) w/ spear, recharged Fox (my power), recharged sling, recharged flask: 1d6 + 1d12 + 1 + 1d8 + 3 + 1d4 + 1d4 ⇒ (2) + (7) + 1 + (1) + 3 + (2) + (1) = 17 - defeated
Per defeat, draw a new weapon: Elven Curve Blade.
Boons recharged to close, per scenario effect.: 1d4 ⇒ 3- blade, Amulet (discarded per hour), Star.
To close, summon an armor: Spiked Breastplate.
Fort 6 w/ recharged Aspect (discarded per hour): 1d8 + 1 + 1d8 + 3 ⇒ (3) + 1 + (1) + 3 = 8
Boons recharged from Repository power: 1d4 ⇒ 4. Recharge rest of hand: Spear (discarded per hour), Coat.
For reset, location adds +1 to hand size.
Hand: Cloud Puff, Wetnose Prettypaws (Dog), Quillamandus (Porcupine), B of Green Faith 1, Aspect of the Frog, B of Green Faith 2, Aspect of the Mouse, Shortygator (Caiman),
Displayed:
Deck: 6 Discard: 6 Buried: 0
Hero Points: 0
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS:
When you draw or reset your hand, choose a hand size of 3, 5, or 7.
When you would banish a spell 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 ([ ] or to evade your encounter).
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
Repository is closed. Local characters need to relocate. Zova will move to Storehouse 5. Damiel's flask used for his power.
| Heggal - WilderRedbeard |
Move to Storehouse 5 when Repository closes.
Hand: Mace, Chain Mail, Holy Symbol, Surgeon, Giantbane Greataxe (acq),
Displayed: Soul Shard, Half Plate, Spiked Half-Plate,
Deck: 8 Discard: 2 Buried: 0
Current Location: Repository
Hero Points (Available): 0
NOTES:
Available Support: Can pass Chain Mail to another character.
Other: Dice Re-Roll Used for 7-1B?: N
| BR Mork |
During This Adventure: 7-1: Attack of the Twice-Born
Story Banes | Scourges | Loot
During This Scenario: 7-1B: Easy on the Merchandise
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
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 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
Barrier 1
Traits
Obstacle
Check
Strength
Survival
6
OR
Constitution
Fortitude
8
Powers
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
Knife
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
4
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
3
Powers
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 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.
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 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• On this character’s checks against Disease or Poison cards, add 1d8.
• You may banish to remove the scourge Plagued or Poisoned from this character.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Item 0
Traits
Book
Magic
Check
Intelligence
Arcane
4
Powers
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
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 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 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 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 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Turn: 9 Feiya/Katlyn99
Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 21
Blessings Deck
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
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.
Laboratory
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Repository
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:2
Notes: Bloatmage
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.
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Story Bane Monster 0
Traits
Human
Wizard
Veteran
Check
Combat
6+##
OR
Arcane
3+#
THEN
Combat
9+##
OR
Arcane
5+#
Powers
Resistant to Melee. Vulnerable to Poison.
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Item 0
Traits
Liquid
Magic
Divine
Check
Wisdom
Divine
4
Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Storehouse 2
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Feiya
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.
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.
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Weapon 0
Traits
Hammer
Melee
Bludgeoning
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Storehouse 3
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
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.
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.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
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.
Storehouse 4
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
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.
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.
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Storehouse 5
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Heggal, Zova, Raz, Damiel
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
| Feiya - Katlyn99 |
Hourglass Discard: Benefaction
WHEN THIS IS THE HOUR: No effect.
Move: Move to Storehouse #5 to join my friends
Explore: Shortsword
Strength 4: 1d6 ⇒ 3
Failed. Shortsword banished. Discard Steal Book for desperate.[/dice]
Discard Fox to explore.
[b]Explore: Goblin Troublemaker
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4
Asking Zova to recharge a BotGreenFaith
Constitution 4: 2d6 ⇒ (2, 2) = 4
Recharge Blessing of Pharasma. Cast Fiery Glare
Combat 9-1: 1d12 + 3 + 2d4 ⇒ (4) + 3 + (2, 1) = 10
Feiya ends her turn.
Feiya attempts to recover all cards in her Recovery pile.
Fiery Glare (Core) 0: Arcane 7: 1d12 + 3 ⇒ (4) + 3 = 7 -> Fiery Glare (Core) 0 recharged.
Feiya resets her hand.
Hand: Viper Strike (Core) 0, Lightning Touch (Core) 0, Blessing of Abraxas 0, Blessing of Pharasma (#1) 0, Blessing of the Elements 0, Staff of Minor Healing 1, Cat (Core) 0,
Displayed: Hide Armor 0,
Deck: 7 Discard: 3 Buried: 0
Current Location: Storehouse 5
Hero Points: 1/1
Merchandise Reroll: Not Used
NOTES:
Available Support: Feel free to use my blessings. 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
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 1 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Life Drain (Core) 1, The Peacock 1, Ring of Protection 2, Vulture 0
Recharged: Frostbite (Core) 0, Blessing of Pharasma (#0) 0, Fiery Glare (Core) 0,
Discard Pile:
Buried Pile:
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
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) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| Feiya - Katlyn99 |
OFF-TURN ACTIONS: Recharge Staff of minor healing on Heggals turn to heal myself
Feiya is healed for 1: (Fox (Core) 1). Deck shuffled.
"
Hand: Viper Strike (Core) 0, Lightning Touch (Core) 0, Blessing of Abraxas 0, Blessing of Pharasma (#1) 0, Blessing of the Elements 0, Cat (Core) 0,
Displayed: Hide Armor 0,
Deck: 9 Discard: 2 Buried: 0
Current Location: Storehouse 5
Hero Points: 1/1
Merchandise Reroll: Not Used
NOTES:
Available Support: Feel free to use my blessings. 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
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 1 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Fox (Core) 1, Vulture 0, Staff of Minor Healing 1, Blessing of Pharasma (#0) 0, Ring of Protection 2, The Peacock 1, Fiery Glare (Core) 0, Frostbite (Core) 0, Life Drain (Core) 1
Recharged:
Discard Pile:
Buried Pile:
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
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) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| wkover - Zova |
Out of turn: BoGF #2 recharged for Feiya.
Hand: Cloud Puff, Wetnose Prettypaws (Dog), Quillamandus (Porcupine), B of Green Faith 1, Aspect of the Frog, Aspect of the Mouse, Shortygator (Caiman),
Displayed:
Deck: 7 Discard: 6 Buried: 0
Hero Points: 0
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS:
When you draw or reset your hand, choose a hand size of 3, 5, or 7.
When you would banish a spell 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 ([ ] or to evade your encounter).
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
| Heggal - WilderRedbeard |
The hour of Prayer
When this is the hour: No effect.
Give Chain Mail to Zova.
Remain at Storehouse 5.
Explore:
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Melee 5: 1d8 + 2 + 1d4 + 1 ⇒ (3) + 2 + (1) + 1 = 7 acquired
After lugging a greataxe for what felt like an eternity, Heggal spies a rapier at the storehouse that looks more his size. "Here, you're deftness with an axe is much better than mine," He says to his surgeon companion (Nancy? no...), "You would be much better off handling this. I'll just take this puny sword."
End turn. Discard Rapier and reset hand.
Hand: Mace, Holy Symbol, Acolyte, Surgeon, Giantbane Greataxe (acq),
Displayed: Soul Shard, Half Plate, Spiked Half-Plate,
Deck: 7 Discard: 3 Buried: 0
Current Location: Storehouse 5
Hero Points (Available): 0
NOTES:
Available Support: Acolyte recharges to add 1d4 to a local Wis/Div check. Surgeon recharges to heal a local character a card.
Other: Dice Re-Roll Used for 7-1B?: N
Middle of Deck (Unknown Order): Lookout, Viper Strike, Holy Light, Blessing of Pharasma, Standard Bearer
Recharged: Cure, Find Traps,
Discard Pile:
Buried Pile:
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
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
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) to your check.
ACG - Damiel
|
Turn 11: The Juggler
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
Free Explore: Leather Armor (Con 4)
Constitution 4: 1d8 ⇒ 7 -> Success, added to hand.
Display leather armor.
Discard researcher to explore again.
Explore 2: Elixir of Love (Craft 6)
Craft 6: 1d10 + 3 ⇒ (2) + 3 = 5 -> Failed, banished. Discard Crocodile skin armor to scenario rule.
End turn, reset hand.
"
Hand: Elixir of Healing (Core), Blessing of the Elements 1, Giant Slug, Deathbane Light Crossbow, Corrosive Dagger +1, Returning Throwing Axe,
Displayed: Leather Armor,Deck: 6 Discard: 4 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to Storehouse 3 if my location closes.
Other: Shirt reroll used: Y
Middle of Deck (Unknown Order): 0
Recharged: Burglar's Bracers, Armored Coat (Core), Blessing of the Elements 2, Alchemist's Fire, Noxious Bomb (Core), Acid Flask (Core),
Discard Pile:
Buried Pile:
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 ([] 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 ([] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
| Raz - Gimry |
========================
Raz starts her turn.
Hour: The Bear
Hour Power:On your Strength check, add 2.
Location: Storehouse
Location Power: Treat your hand size as 1 larger.
Scenario Powers: When you attempt to close or guard a location, recharge 1d4 cards.
Desperate: When you encounter a boon and do not acquire it, discard a card.
As we continue to search the storehouse, I head over to Zova.
"You look like you could use a hand! Here, maybe this will help"
Give Zova Longsword(Core)
As I hand Zova the sword, I spy a weird skull on the shelves.
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.
Dexterity 4: 1d8 + 1d6 ⇒ (7) + (3) = 10
Dexterity - 1d8
Divine Aid - 1d6
Recharge Retriever from top of deck for Divine Aid. Lucky shuffle there.
I notice the trap a split second before it explodes. Luckily I'm able to warn everyone of the acid before any damage is done.
"
Hand: Earthbreaker (Core), Naginata, Fireproof O-Yoroi, Riding Horse, Camel, Blessing of the Samurai,
Displayed: Kikko Armor, Soul Shard,
Deck: 5 Discard: 4 Buried: 0
Current Location: Storehouse
Hero Points: 0
NOTES:
Other: Dice Re-Roll Used for 7-2A?: N
Middle of Deck (Unknown Order): Staff Of Minor Healing, Magic Scale Mail, Blessing of the Samurai(2), Toxic Cloud
Recharged: Retriever,
Discard Pile:
Buried Pile:
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 (☐+1). 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 (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
"End of Turn Summary
Banished Card 6 from Storehouse 5"
| wkover - Zova |
Out of turn: Receive Chain Mail and Longsword. Thanks!
The Twin. WHEN THIS IS THE HOUR: On your check, the first item or ally played is played freely.
Prettypaws noses around storehouse, seeking foes and snacks. But mostly snacks.
Recharge Dog to examine top card of location: Compass. Explore and auto-acquire Compass. Recharge Compass to move to Storehouse 1 and examine top card: Ghoul.
Quilly's back bristles when a spook materializes and moans menacingly.
Discard Porcupine to explore, which recharges (encounter monster).
Asking Damiel to reload Light Crossbow.
Combat 13 (11+2) w/ sword, recharged Aspect of the Frog (for power), Damiel's help: 1d6 + 1d8 + 1d8 + 3 + 1d8 ⇒ (1) + (1) + (6) + 3 + (1) = 12 - use Paizo reroll
Combat 13: 1d8 + 11 ⇒ (5) + 11 = 16 - Ghoul defeated
Display Chain Mail. Reset hand revealing plant, location bonus.
Hand: Cloud Puff, Sling, Sneakers the pre-Core Fox, B of Green Faith 1, Spiked Breastplate, Elven Curve Blade, Aspect of the Mouse, Longsword, Shortygator (Caiman),
Displayed: Chain Mail,
Deck: 7 Discard: 6 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Sling adds 1d4 to any combat."
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS:
When you draw or reset your hand, choose a hand size of 3, 5, or 7.
When you would banish a spell 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 ([ ] or to evade your encounter).
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
Card 7 acquired @ Storehouse 5. Card 1 defeated @ Storehouse 1. Damiel's Crossbow reloaded.
ACG - Damiel
|
Off turn: Reload Deathbane light crossbow for Zova.
"
Hand: Elixir of Healing (Core), Blessing of the Elements 1, Giant Slug, Corrosive Dagger +1, Returning Throwing Axe,
Displayed: Leather Armor,Deck: 7 Discard: 4 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Repository if my location closes.
Other: Shirt reroll used: Y
Middle of Deck (Unknown Order): 0
Recharged: Burglar's Bracers, Armored Coat (Core), Blessing of the Elements 2, Alchemist's Fire, Noxious Bomb (Core), Acid Flask (Core),
Discard Pile:
Buried Pile:
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 ([] 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 ([] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
| BR Mork |
During This Adventure: 7-1: Attack of the Twice-Born
Story Banes | Scourges | Loot
During This Scenario: 7-1B: Easy on the Merchandise
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Monster 1
Traits
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 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 1
Traits
Construct
Check
Combat
12
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Barrier 1
Traits
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.
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
Staff
Melee
Bludgeoning
2-handed
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
Bow
Ranged
Piercing
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
6
Powers
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 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 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Heavy Armor
Helm
Check
Constitution
Fortitude
4
Powers
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
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 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 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 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• On this character’s checks against Disease or Poison cards, add 1d8.
• You may banish to remove the scourge Plagued or Poisoned from this character.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Ally 0
Traits
Human
Bard
Check
Charisma
Diplomacy
4
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Ally 0
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
4
OR
Knowledge
5
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
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 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Ally 1
Traits
Trigger
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
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.
Turn: 14 Feiya/Katlyn99
Top of Blessing Discard Pile: The Midwife - When this is the hour: At the start of your turn, summon and encounter a monster.
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 Remaining: 16
Blessings Deck
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
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.
Laboratory
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Repository
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:2
Located here: Zova,
Notes: Bloatmage
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Story Bane Monster 0
Traits
Human
Wizard
Veteran
Check
Combat
6+##
OR
Arcane
3+#
THEN
Combat
9+##
OR
Arcane
5+#
Powers
Resistant to Melee. Vulnerable to Poison.
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Item 0
Traits
Liquid
Magic
Divine
Check
Wisdom
Divine
4
Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Storehouse 2
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
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.
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.
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Weapon 0
Traits
Hammer
Melee
Bludgeoning
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Storehouse 3
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
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.
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.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
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.
Storehouse 4
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
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.
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.
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
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.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
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.
Storehouse 5
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Heggal, Raz, Damiel, Feiya
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
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.
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
| Feiya - Katlyn99 |
Hourglass Discard: The Midwife
WHEN THIS IS THE HOUR: At the start of your turn, summon and encounter a monster.
(Ok be honest. Who prayed to Lamashtu?)
Encounter: Skeletal Owlbeast
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Can't succeed at BYA. Recharge Hide Armor and Discard BoPharasma for damage
Recharge BoAbraxis for character power. Cast Lightening Touch. Recharge BotElements to bless.
Combat 14-1: 1d12 + 3 + 2d4 + 1d12 ⇒ (1) + 3 + (2, 4) + (6) = 16
Skeletal Owlbeast Defeated.
Move: Stay at Storehouse #5 with my friends.
Explore: Guard Dog
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Encounter: Spider Swarm
Recharge Cat for character power. Cast Viper Strike.
Combat 10-1-4: 1d12 + 3 + 2d4 ⇒ (8) + 3 + (1, 1) = 13
Defeated. Both Spider Swarm and Guard Dog banished.
Feiya ends her turn.
Feiya attempts to recover all cards in her Recovery pile.
Lightning Touch (Core) 0: Arcane 6: 1d12 + 3 ⇒ (11) + 3 = 14 -> Lightning Touch (Core) 0 recharged.
Viper Strike (Core) 0: Arcane 7: 1d12 + 3 ⇒ (1) + 3 = 4 -> Viper Strike (Core) 0 discarded.
Feiya resets her hand.
Hand: Ring of Protection 2, Blessing of Pharasma (#0) 0, Staff of Minor Healing 1, Frostbite (Core) 0, Fiery Glare (Core) 0, The Peacock 1, Fox (Core) 1,
Displayed:
Deck: 7 Discard: 4 Buried: 0
Current Location: Storehouse 5
Hero Points: 1/1
Merchandise Reroll: Not Used
NOTES:
Available Support: Feel free to use my blessings. 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
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 1 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Vulture 0, Life Drain (Core) 1
Recharged: Hide Armor 0, Blessing of Abraxas 0, Blessing of the Elements 0, Cat (Core) 0, Lightning Touch (Core) 0,
Discard Pile:
Buried Pile:
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
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) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| Feiya - Katlyn99 |
OFF-TURN ACTIONS: Recharge Staff of minor healing on Heggals turn to heal myself
Feiya is healed for 1: (Steal Book 0). Deck shuffled.
| Heggal - WilderRedbeard |
Forgot to increase my hand size by 1 last turn. Draw an extra card: Lookout.
The hour of Incitation
When this is the hour: No effect.
Remain at Storehouse 5.
Explore:
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.
Constitution 6: 1d6 + 1d4 + 1 ⇒ (2) + (2) + 1 = 5 failed
Discard Mace for Desperate.
Discard Acolyte to explore:
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Perception 6+#-1=6: 3d4 + 1 ⇒ (2, 1, 2) + 1 = 6 defeated
Attempt location close.
Recharge: 1d4 ⇒ 2 Giantbane Greataxe and Surgeon
Discard hand to close. Storehouse 5 closed.
Draw 2 Items (Bracers of Protection & Bastion Boots) and keep 1: Bastion Boots (Item 1).
Move to Storehouse 4.
End turn and reset hand.
Hand: Holy Light, Viper Strike, Standard Bearer, Blessing of Pharasma, Bastion Boots (acq),
Displayed: Soul Shard, Half Plate, Spiked Half-Plate,
Deck: 5 Discard: 6 Buried: 0
Current Location: Storehouse 4
Hero Points (Available): 0
NOTES:
Available Support: Standard Bearer recharges to add 1d4 to a local STR/CON check. Viper Strike adds 1d12 and Attack, Magic and Poison to a local combat check.
Other: Dice Re-Roll Used for 7-1B?: N
Middle of Deck (Unknown Order): 0
Recharged: Cure, Find Traps, Lookout, Giantbane Greataxe (acq), Surgeon,
Discard Pile:
Buried Pile:
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
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
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) to your check.
ACG - Damiel
|
Off turn: Move to Storehouse 3 when Storehouse 5 closes.
Turn 16: Irori's Mastery
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
Free Explore: Blast Stone (Craft 4)
Auto acquired, added to hand.
Discard Blessing of the Elements to explore.
Explore 2: Magic Chain Mail (Constitution 7)
Ask Zova for BoGreen Faith recharge.
Constitution 7: 1d8 + 1d8 ⇒ (2) + (8) = 10 -> Success, added to hand.
Display Magic Chain Mail
End turn, reset hand.
"
Hand: Elixir of Healing (Core), Deathbane Light Crossbow, Giant Slug, Blast Stone, Corrosive Dagger +1, Returning Throwing Axe,
Displayed: Leather Armor, Magic Chain mail,Deck: 7 Discard: 5 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Repository if my location closes.
Other: Shirt reroll used: Y
Middle of Deck (Unknown Order): Armor
Recharged: Burglar's Bracers, Armored Coat (Core), Blessing of the Elements 2, Alchemist's Fire, Noxious Bomb (Core), Acid Flask (Core),
Discard Pile:
Buried Pile:
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 ([] 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 ([] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
| wkover - Zova |
Off turn: Recharge BoGF for Damiel.
Hand: Cloud Puff, Sling, Sneakers the pre-Core Fox, Spiked Breastplate, Elven Curve Blade, Aspect of the Mouse, Longsword, Shortygator (Caiman),
Displayed: Chain Mail,
Deck: 8 Discard: 6 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Sling adds 1d4 to any combat."
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Card with Animal trait
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors
POWERS:
When you draw or reset your hand, choose a hand size of 3, 5, or 7.
When you would banish a spell 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 ([ ] or to evade your encounter).
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