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

Game Master MorkXII

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


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

Desna’s Freedom. WHEN THIS IS THE HOUR: On each check, the first blessing played to bless may be played freely.

Give pig to Heggal.

"To be clear," says Zova to the swaying cleric, narrowing her eyes. "Pickles is to watch. NOT to eat."

"Hic!" agrees Heggal, crossing his heart and watering his mouth.

Move to Ossuary and encounter revealed villain. Heggal banishes Pickles to guard. For shame!

An undead twin!

Zova had heard legend of a sibling pair who allowed themselves to be twice-born. Having dispatched the one, she's now found the other.

Damiel takes BYA damage.

Zova recharges Hawk aspect to auto-pass the Fort 5 check.

Combat 14 w/ discarded spear, banished/recharged Wintervine, party blessing: 1d8 + 4 + 1d12 + 1 + 1d12 + 1d8 + 1d4 ⇒ (7) + 4 + (11) + 1 + (7) + (2) + (4) = 36 - defeated

Out of respect for the once-living, the Pathfinders bury the twins side by side. Heggal says an earnest prayer as all bow their heads.

"Hey!" Zova mutters, scouring the area. "Where's my pig?"

Victory. We win!


DEVELOPMENT:
The barn falls quiet. Mubb’s companions thank you for your help as they assist you in freeing him from the wreckage.

The three explain that they work in the Warren tending the simple wooden coffins used to hold the district’s poorer residents after death. Less than a week prior, several recently-deceased residents rose spontaneously from their wooden tombs; the three commoners brought the undead to this barn, hoping to conceal them. When more rose days later, they went to Gerik, hoping they could sell their problem to him.

Gerik corroborates their story, adding that he hoped to bind the undead to the amulet. When asked about Horus’ malfunctioning amulets, Gerik is surprised, denying any involvement in the sabotage. “If neither my nor Horus’s enchantments are working, we have a real problem on our hands,” Gerik opines. “I hate to say so, but this is more than just some faulty amulets.”

Whatever the cause, you’d better get to the bottom of this quickly. After all, with two attacks happening before your own eyes, there’s no telling how many other rampaging zombies are out there in the streets.

SCENARIO REWARD:

  • Gain a hero point.
  • Loot: spell Enervation, blessing The Lost.
    Enervation:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    The Lost:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would recharge a Magic boon, discard it instead.

    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

    ADVENTURE REWARD:

  • For the rest of the Adventure Path, after you rebuild your deck, you may banish a card from it to choose a card from the vault whose level is #-2 (minimum 0). Adventure card Guild players may choose a card from their deck box instead.

    ACQUIRED CARDS:
    Spell 1 Life Drain
    Armor 1 Magic Chain Shirt
    Ally 1 Droogami
    Ally 0 Frog
    Ally 0 Soldier
    Ally 1 Standard Bearer
    Ally 0 Troubadour
    Blessing 1 Gozreh’s Growth
    Blessing 1 The Hidden Truth
    Blessing 1 The Sickness
    Blessing 1 The Uprising


  • ADVENTURE REWARD (corrected):

  • For the rest of the Adventure Path, after you rebuild your deck, you may banish a card from it to choose a card from the vault whose level is #-2 (minimum 0). Adventure card Guild players choose the card from their deck box instead.


  • Adventure 2: Warrens Above, Warrens Below
    Build the Vault: The vault should contain all level 0, 1, and 2 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.

    During this Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

    7-2A: Mortuary Mischief
    The worries of the necromancer Gerik Mubb echo in your mind on your walk back to the main thoroughfare of the Warren: whatever force is overriding the protections built into the undead-controlling amulets and spontaneously raising undead is likely a great deal more powerful than anticipated. With so many questions and so few answers, a search of the source of the recently dispatched undead is in order.

    As you head toward the mortuary Gerik directed you to, the pale glow of the moon above casts shadows across the streets, and the soft scent of food stalls and spice hawkers gives way to the crisp night air. Distant cries occasionally punctuate the otherwise silent night. It is difficult to determine if these are cries of revelry from a tavern or portents of something more sinister. Perhaps unsurprisingly, the small ramshackle mortuary building, ensconced at a ground level corner of the Warren stacks, is dark and shuttered for the night.

    Wiping some of the dust off of a side window, you can make out wooden coffins with lids violently thrown open, scratch marks furrowed into the wood on the inside. As your eyes adjust to the darkness inside the building, you notice slow and halting movement in the rear of the main room. There’s no doubt about it: more zombies have risen from their caskets. Checking your gear, tightening your belts and scabbards, and curling your fingers around already tested weaponry, you move around to the front to return the shambling undead to their caskets when you hear a shout from behind.

    “Look what we have here. This must be the little mole snuffling about and sticking its nose where it oughtn’t be. Boss says you should leave town, and we’re gonna make sure you do just that.”

    The threat is delivered by a short yet very stocky shirtless man with a tattoo of a monkey along the side of his face. A menagerie of similarly tough-looking humanoids flank him on either side, callused hands clutching makeshift blunt weapons in a display of violent intent. With no way back to the street but through the ruffians, you release your grip on your weapon and ready your fists. It’s going to be a brawl.

    LOCATIONS:
    1-Laboratory
    1-Ossuary
    2-Graveyard
    3-Blood Pool
    4-Slaughterhouse
    5-Plaza
    6-Shop

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.


  • During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Badger
    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 2
    Spoiler:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Monster 3
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

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

    Monster 4
    Spoiler:
    Infantry Devil
    Monster 2

    Traits
    Outsider
    Devil

    Check
    Combat
    14
    OR
    Arcane
    9

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

    Monster 5
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

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

    Barrier 2
    Spoiler:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Barrier 3
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Barrier 4
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Barrier 5
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Sword Cane
    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 2
    Spoiler:
    Starknife
    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 3
    Spoiler:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Weapon 4
    Spoiler:
    Rapier
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    5

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Weapon 5
    Spoiler:
    Snakebite Dagger
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    7

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    Invisibility
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spell 2
    Spoiler:
    Dimensional Jump
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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

    Spell 3
    Spoiler:
    Immolate
    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 4
    Spoiler:
    Magic Eye
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    7

    Powers
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Spell 5
    Spoiler:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Random Armors:
    Armor 1
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 2
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

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

    Armor 3
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 4
    Spoiler:
    Half-plate
    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 5
    Spoiler:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Random Items:
    Item 1
    Spoiler:
    Spellbook
    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.

    Item 2
    Spoiler:
    Plague Mask
    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 3
    Spoiler:
    Elixir Of Focus
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    8

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

    Item 4
    Spoiler:
    The Unveiling
    Item P2

    Traits
    Liquid
    Alchemical

    Check
    Constitution
    Divine
    Fortitude
    7

    Powers
    Banish or shuffle into another character’s deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Item 5
    Spoiler:
    Drums Of Haste
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    8

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

    Random Allies:
    Ally 1
    Spoiler:
    Bat
    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 2
    Spoiler:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Ally 3
    Spoiler:
    Pig
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Ally 4
    Spoiler:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Ally 5
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card’s owner, recharge it instead. You may not use this power during an encounter.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessing 3
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Turn: 1 Feiya/Katlyn99

    Top of Blessing Discard Pile: Erastil’s Eye - When this is the hour: If you are at a Wild location, you may discard a card to explore.

    Top Blessing:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Heggal)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 3 Damiel)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 4 Raz)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 5 Zova)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 5 (Turn 6 Feiya)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 6 (Turn 7 Heggal)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 8 Damiel)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 9 Raz)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 9 (Turn 10 Zova)
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

    Blessings Deck Card 10 (Turn 11 Feiya)
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

    On a local check, discard to bless.
    The character attempting the check may add another local character’s die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

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

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 12 (Turn 13 Damiel)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 13 (Turn 14 Raz)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Blessings Deck Card 14 (Turn 15 Zova)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 15 (Turn 16 Feiya)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 16 (Turn 17 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 17 (Turn 18 Damiel)
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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

    Blessings Deck Card 18 (Turn 19 Raz)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 19 (Turn 20 Zova)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 20 (Turn 21 Feiya)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 21 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 22 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 23 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 24 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

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

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 26 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

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

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 28 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 29 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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 ?:2

    Laboratory Card 1:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

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

    Laboratory Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Laboratory Card 3:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

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

    Laboratory Card 4:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

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

    Laboratory Card 5:
    Detect Magic
    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.

    Laboratory Card 6:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Laboratory Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 8:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Laboratory Card 9:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Laboratory Card 10:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Laboratory Card 11:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:3 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:2

    Ossuary Card 1:
    Quarterstaff
    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.

    Ossuary Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Ossuary Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Ossuary Card 4:
    White War Paint
    Item 2

    Traits
    Liquid
    Paint

    Check
    Melee
    Divine
    5

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

    Ossuary Card 5:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Ossuary Card 6:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Ossuary Card 7:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Ossuary Card 8:
    Bolas
    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.

    Ossuary Card 9:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Ossuary Card 10:
    Frozen Touch
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Ossuary Card 11:
    Spider Swarm
    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.

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

    Graveyard Card 1:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

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

    Graveyard Card 4:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Graveyard Card 5:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Graveyard Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 8:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 9:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Graveyard Card 10:
    Sling
    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.

    Graveyard Card 11:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:2

    Blood Pool Card 1:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blood Pool Card 2:
    Luckstone
    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.

    Blood Pool Card 3:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Blood Pool Card 4:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Blood Pool Card 5:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Blood Pool Card 6:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Blood Pool Card 7:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

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

    Blood Pool Card 8:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.

    Blood Pool Card 9:
    Spiked Gauntlet
    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.

    Blood Pool Card 10:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Blood Pool Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:4 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:2

    Slaughterhouse Card 1:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

    Powers
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Slaughterhouse Card 2:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Slaughterhouse Card 3:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

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

    Slaughterhouse Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse Card 5:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Slaughterhouse Card 6:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

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

    Slaughterhouse Card 7:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

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

    Slaughterhouse Card 8:
    Acolyte
    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.

    Slaughterhouse Card 9:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Slaughterhouse Card 10:
    Shortsword
    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.

    Slaughterhouse Card 11:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Plaza
    Traits: Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:2

    Plaza Card 1:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Plaza Card 2:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Plaza Card 3:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

    Plaza Card 4:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display next to a location. While displayed:
    • When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    • At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Plaza Card 5:
    Cave Lizard
    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.

    Plaza Card 6:
    Gentleman Explorer
    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.

    Plaza Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 8:
    Flask Of Curses
    Barrier 2

    Traits
    Curse
    Trap
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

    Plaza Card 9:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Plaza Card 10:
    Smoke Bomb
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character’s Stealth.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 9 check to recharge this card.

    Plaza Card 11:
    Divine Insight
    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.


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

    "So you want a fight do you? Don't you realize you are threatening the one and only Raz and my faithful steed Pawbringer!"

    The thugs simply shrug their shoulders and attack.

    The disrespect of some people!

    I see one of the thugs head over to the Plaza to incite yet more zombies against us, so Pawbringer and I give chase.

    Start at Plaza

    "

    Raz wrote:

    Hand: Lance, Eagle Knight Dress Uniform, Big John (Riding Horse), Pawbringer X (Retriever), Black Spire( Riding Horse),

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Plaza
    Hero Points: 2
    NOTES:
    Available Support: Pawbringer available to take combats at other locations
    Other: Dice Re-Roll Used for 7-2A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Earthbreaker (Core), Blessing of the Samurai, Camela (Camel), Kikko Armor, Soul Shard, Lance +1, Blessing of the Samurai(3), Blessing of the Samurai(2), Duke of Tozus (Retriever), Longsword (Core), Champion's Do-Maru
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☐+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.

    "


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

    Starting at the Graveyard. For the 7-1 adventure reward, banish Blue Star and swap in Quillamandus (level 0 Porcupine ally).

    Discard The Rabbit Prince from random blessings.

    Zova wrote:

    Hand: Dimples (Wolverine), Aspect of the Hawk, B of Green Faith 1, Shortygator (Caiman), Aspect of the Frog, Sneakers the pre-Core Fox, Ladyspice (Gecko),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 1

    Skills and Powers:
    SKILLS

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

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS:
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
    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

    Sneakers adds 1d4 to any int/wis check.


    Heggal's Deck Handler

    Banish Half Plate and swap in Mervin the Merchant (Ally 0) for 7-1 reward.
    Start at Plaza with the fearless Raz.

    Heggal the Boisterous wrote:

    Hand: Holy Light, Find Traps, Viper Strike, Slim (Bodyguard), Blessing of Pharasma,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Plaza
    Hero Points (Available): 2
    NOTES:
    Available Support: Blessing and Find Traps available.
    Movement: Move me to Graveyard if my location closes.
    Other: Dice Re-Roll Used for 7-2A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Serge the Surgeon, Soul Shard, Morningstar +1, Pharasma's Knowing, Acolyte, Magic Chain Mail, Holy Symbol, Cure, Mervin the Merchant, Blessing of Cayden Cailean, Social Climber
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    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.


    Deck Handler for Feiya

    Start at Plaza with Raz and Heggal.

    Discard The Forge due to special reward.

    "

    Feiya wrote:

    Hand: Enervation 1, The Lost 1, Fox (Core) 1, Vulture 0, Pyrotechnic Blast 1, Ring of Protection (loot) 2,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Plaza
    Hero Points: 2/2
    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
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements 0, Lightning Touch (Core) 0, Staff of Minor Healing 1, Life Drain (Core #1) 1, Blessing of Pharasma (#1) 0, Locate Object 1, Fiery Glare (Core) 0, Life Drain (Core #0) 1, Blessing of Pharasma (#0) 0, Leech (loot) 1
    Recharged:
    Discard Pile: The Forge 1,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    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.

    "


    Deck Handler for Feiya

    Hourglass Discard: Erastil’s Eye - When this is the hour: If you are at a Wild location, you may discard a card to explore.

    Explore: Thug
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
    Banish Vulture
    Recharge Ring of protection. Cast Pyrotechnic Blast. Recharge Fox
    Combat 10+2+2-3 = 11: 1d12 + 4 + 2d4 + 1d4 ⇒ (4) + 4 + (1, 1) + (1) = 11

    banished cards: 1d4 + 1 ⇒ (1) + 1 = 2
    Plaza cards #2 and 3 are banished. Thug is shuffled back into Plaza.

    Feiya ends her turn.

    Feiya attempts to recover all cards in her Recovery pile.
    Pyrotechnic Blast 1: Arcane 8: 1d12 + 4 ⇒ (3) + 4 = 7 -> Pyrotechnic Blast 1 discarded.

    Feiya resets her hand.

    Feiya wrote:

    Hand: Enervation 1, The Lost 1, Blessing of Pharasma (#0) 0, Fiery Glare (Core) 0, Blessing of the Elements 0, Staff of Minor Healing 1,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Current Location: Plaza
    Hero Points: 2/2
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Feel free to use my blessings. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma (#1) 0, Life Drain (Core #1) 1, Locate Object 1, Leech (loot) 1, Lightning Touch (Core) 0, Life Drain (Core #0) 1
    Recharged: Ring of Protection (loot) 2, Fox (Core) 1,
    Discard Pile: The Forge 1, Pyrotechnic Blast 1,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    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's Deck Handler

    The hour of Prayer
    When this is the hour: No effect.
    Remain at Plaza.

    Explore random top card (Thug is 12): 1d9 + 3 ⇒ (2) + 3 = 5

    Cave Lizard:
    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.

    Proficient with armors so add 1d6. Reveal Slim to add 1d4+1.
    Perception 6: 2d4 + 1d6 + 1 ⇒ (2, 4) + (1) + 1 = 8 defeated

    "A lizard! Get it, Slim! I hate those things!"

    Discard BoPharasma to explore random top card (Thug is 12, ignore 5): 1d9 + 3 ⇒ (6) + 3 = 9

    Haughty Nobles:
    Barrier 1
    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Difficulty increased by 4. Reveal Slim, send Find Traps to recovery.
    Diplomacy 6+4+#=12: 3d10 + 2 + 1d4 + 1 ⇒ (7, 8, 8) + 2 + (1) + 1 = 27 defeated
    Choose Ally for new boon and draw 2 random allies from vault per location power: Bat (Ally 0) & Archer (Ally 0). Encounter:
    Archer:
    Ally 0
    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Reveal Slim.
    Diplomacy 4: 1d10 + 2 + 1d4 + 1 ⇒ (4) + 2 + (4) + 1 = 11 acquired

    "Nice to meet you, Pierce! We could really use your help."

    Discard Pierce to explore random top card (Thug is 12, ignore 5 & 9): 1d9 + 3 ⇒ (6) + 3 = 9
    random top card (Thug is 12, ignore 5 & 9): 1d9 + 3 ⇒ (7) + 3 = 10: Smoke Bomb (Item 1) or Spellbook (Item 0)

    Smoke Bomb:
    Item 1
    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character’s Stealth.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 9 check to recharge this card.

    Reveal Slim.
    Intelligence 7: 2d4 + 1 ⇒ (3, 4) + 1 = 8 acquired!

    End turn.
    Find Traps - Divine 8: 1d8 + 3 + 1d4 + 1 ⇒ (4) + 3 + (3) + 1 = 11 recharged
    Reset hand, discarding Smoke Bomb.

    Heggal the Boisterous wrote:

    [b]Hand: Holy Light, Cure, Viper Strike, Slim (Bodyguard), Social Climber,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Plaza
    Hero Points (Available): 2
    NOTES:
    Movement: Move me to Graveyard if my location closes.
    Other: Dice Re-Roll Used for 7-2A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pharasma's Knowing, Morningstar +1, Holy Symbol, Soul Shard, Serge the Surgeon, Mervin the Merchant, Blessing of Cayden Cailean, Magic Chain Mail, Acolyte
    Recharged: Find Traps,
    Discard Pile: Blessing of Pharasma, Archer (acq), Smoke Bomb (acq),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    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.

    Plaza cards 5, 9 & 10 banished or acquired.

    Horizon Hunters

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

    Card upgrade: Blessing of the Elements -> Winged Serpent

    Start at the Lab

    Opening hand
    "

    Damiel wrote:

    Hand: Blessing of Erastil, Embalming Fluid, Elixir of Healing (Core), Laboratory Coat, Corrosive Dagger +1,

    Displayed:

    Deck: 11 Discard: 0 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Repository if my location closes.
    Other: Shirt reroll used: N

    [/spoiler]

    "

    Horizon Hunters

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

    Turn 3: Sarenrae's Light
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Free Explore: Ratling (Combat 9)

    BYA: No effect

    Reveal Corrosive Dagger
    Recharge Embalming fluid to add 1d4 and acid trait.
    Reveal Lab coat to add 2d6.

    Combat 9: 1d10 + 2 + 1d4 + 1 + 1d4 + 2d6 ⇒ (5) + 2 + (3) + 1 + (3) + (5, 5) = 24 -> Defeated.

    Discard Blessing of Erastil to explore again.
    Explore 2: Thug (Combat 14)
    BYA: Banish Exlier of Healing

    Reveal Corrosive Dagger. Recharge it to add 1d4 and acid trait.
    Reveal coat for 2d6.

    Combat 14: 1d10 + 2 + 1d4 + 1 + 1d4 + 2d6 ⇒ (1) + 2 + (1) + 1 + (2) + (4, 2) = 13
    Use hero point to reroll the d10. reroll: 1d10 ⇒ 3 -> Defeated.

    Banish next: 1d4 + 1 ⇒ (1) + 1 = 2 -> Cards 3 and 4.

    Lab is reshuffled, Thug is shuffled back in.

    End turn, reset hand.
    "

    Damiel wrote:

    Hand: Armored Coat (Core), Blessing of the Elements 2, Burglar's Bracers, Laboratory Coat, Acid Flask (Core),

    Displayed:

    Deck: 9 Discard: 1 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Repository if my location closes.
    Other: Shirt reroll used: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Giant Slug, Alchemist's Fire, Blessing of the Elements 1, Tinker, The Winged Serpent, Noxious Bomb (Core), Deathbane Light Crossbow
    Recharged: Embalming Fluid, Corrosive Dagger +1,
    Discard Pile: Blessing of Erastil,
    Buried Pile:

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

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


    "


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Monster 2
    Spoiler:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Monster 3
    Spoiler:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

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

    Monster 4
    Spoiler:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Monster 5
    Spoiler:
    Rat Swarm
    Monster 0

    Traits
    Animal
    Swarm

    Check
    Combat
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Captive Horror
    Barrier 2

    Traits
    Trigger
    Lock
    Skirmish

    Check
    Wisdom
    Disable
    Stealth
    9

    Powers
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

    Barrier 2
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Barrier 3
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Barrier 4
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Barrier 5
    Spoiler:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Battleaxe
    Weapon 0

    Traits
    Axe
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Weapon 2
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

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

    Weapon 3
    Spoiler:
    Scimitar
    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 4
    Spoiler:
    Snakebite Dagger
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    7

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Longbow
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spell 2
    Spoiler:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    Spell 3
    Spoiler:
    Twisted Space
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

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

    Spell 4
    Spoiler:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Spell 5
    Spoiler:
    Phantasmal Minion
    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.

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

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Armor 2
    Spoiler:
    Klar
    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 3
    Spoiler:
    Chain Mail
    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 4
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 5
    Spoiler:
    Hide Armor
    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.

    Random Items:
    Item 1
    Spoiler:
    Holy Symbol
    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.

    Item 2
    Spoiler:
    Boots Of Friendly Terrain
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Item 3
    Spoiler:
    Thieves’ Tools
    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.

    Item 4
    Spoiler:
    Flame Staff
    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 5
    Spoiler:
    Codex
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card’s owner, recharge it instead. You may not use this power during an encounter.

    Ally 2
    Spoiler:
    Acadamae Student
    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 3
    Spoiler:
    Harrower
    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 4
    Spoiler:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Ally 5
    Spoiler:
    Naval Hero
    Ally 2

    Traits
    Human
    Swashbuckler

    Check
    Charisma
    Diplomacy
    Melee
    9

    Powers
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

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

    Blessing 2
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Turn: 4 Raz/Gimry

    Top of Blessing Discard Pile: The Eclipse - When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.

    Top Blessing:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Zova)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 2 (Turn 6 Feiya)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 3 (Turn 7 Heggal)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 8 Damiel)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 9 Raz)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 6 (Turn 10 Zova)
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

    Blessings Deck Card 7 (Turn 11 Feiya)
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

    On a local check, discard to bless.
    The character attempting the check may add another local character’s die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Blessings Deck Card 8 (Turn 12 Heggal)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 9 (Turn 13 Damiel)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 10 (Turn 14 Raz)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Blessings Deck Card 11 (Turn 15 Zova)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 12 (Turn 16 Feiya)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 17 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 14 (Turn 18 Damiel)
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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

    Blessings Deck Card 15 (Turn 19 Raz)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 16 (Turn 20 Zova)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 21 Feiya)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 18 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 19 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 20 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 21 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 22 (Turn 26 Feiya)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 23 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 24 (Turn 28 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 25 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 26 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

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

    Laboratory Card 1:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Laboratory Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 3:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Laboratory Card 4:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Laboratory Card 5:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Laboratory Card 6:
    Detect Magic
    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.

    Laboratory Card 7:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Laboratory Card 8:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:3 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:2

    Ossuary Card 1:
    Quarterstaff
    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.

    Ossuary Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Ossuary Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Ossuary Card 4:
    White War Paint
    Item 2

    Traits
    Liquid
    Paint

    Check
    Melee
    Divine
    5

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

    Ossuary Card 5:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Ossuary Card 6:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Ossuary Card 7:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Ossuary Card 8:
    Bolas
    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.

    Ossuary Card 9:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Ossuary Card 10:
    Frozen Touch
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Ossuary Card 11:
    Spider Swarm
    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.

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

    Graveyard Card 1:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

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

    Graveyard Card 4:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Graveyard Card 5:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Graveyard Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 8:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 9:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Graveyard Card 10:
    Sling
    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.

    Graveyard Card 11:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:2

    Blood Pool Card 1:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blood Pool Card 2:
    Luckstone
    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.

    Blood Pool Card 3:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Blood Pool Card 4:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Blood Pool Card 5:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Blood Pool Card 6:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Blood Pool Card 7:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

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

    Blood Pool Card 8:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.

    Blood Pool Card 9:
    Spiked Gauntlet
    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.

    Blood Pool Card 10:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Blood Pool Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:4 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:2

    Slaughterhouse Card 1:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

    Powers
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Slaughterhouse Card 2:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Slaughterhouse Card 3:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

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

    Slaughterhouse Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse Card 5:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Slaughterhouse Card 6:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

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

    Slaughterhouse Card 7:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

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

    Slaughterhouse Card 8:
    Acolyte
    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.

    Slaughterhouse Card 9:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Slaughterhouse Card 10:
    Shortsword
    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.

    Slaughterhouse Card 11:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Plaza
    Traits: Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:0 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Raz, Heggal, Feiya

    Plaza Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 2:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display next to a location. While displayed:
    • When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    • At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Plaza Card 3:
    Flask Of Curses
    Barrier 2

    Traits
    Curse
    Trap
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

    Plaza Card 4:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Plaza Card 5:
    Divine Insight
    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.

    Plaza Card 6:
    Gentleman Explorer
    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.


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

    ========================
    Raz starts her turn.
    Hour: The Eclipse
    Hour Power:On your Intelligence or Wisdom check, the difficulty is increased by 3.
    Location: Plaza
    Location Power: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    Scenario Powers: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
    When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

    First Feiya gets in a fight and takes out a couple of the thugs, but also a couple of the merchant stands as well. Then Heggal starts hallucinating lizards again. The whole point of coming to the Plaza is you need to look good while kicking bad guy butt! I'm not sure what those other two were thinking.

    Brawl (Henchman Proxy B):

    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.

    As I head to one of the stalls near Heggal and Feiya, some of the thugs from the graveyard start an all out brawl amongst the shoppers.

    Combat 6(4+2): 1d8 + 2 ⇒ (6) + 2 = 8

    Roll Details:

    Melee - 1d8+2

    Feiya and Heggal need to encounter the Brawl as well, but mine is defeated so it is "defeated"

    Shops Destroyed: 1d4 + 1 ⇒ (3) + 1 = 4

    Unfortunately, the brawl takes out even more of the merchant stands!

    As I sift through the wreckage, I send Black Spire to scout ahead.
    Discard Black Spire to explore again
    1-Brawl, 2-Card 6: 1d2 ⇒ 2

    Gentleman Explorer:

    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.

    Location Power: Droogami(Ally 1). I'll take the explorer

    Diplomacy 8: 1d10 + 3 + 1d6 ⇒ (7) + 3 + (5) = 15

    Roll Details:

    Diplomacy - 1d10+3
    Divine Aid - 1d6

    Discard Earthrbeaker for Aid

    Black Spire comes back with a rather well to do explorer.

    "This is a magnificent horse you have here, M'am. Mind if I accompany the two of you for awhile? The names Edgar and it's a pleasure to meet you!"

    "Sure Edgar! We're always after more help! Especially as these thugs keep rampaging through the city."

    Discard Edgar to explore again. Only card left is the Brawl

    Brawl (Henchman Proxy B):

    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.

    Combat 6(4+2): 1d8 + 2 ⇒ (6) + 2 = 8

    Roll Details:

    Melee - 1d8+2

    Feiya and Heggal need to encounter a second Brawl as well, but mine is defeated so it is "defeated"

    Close Check - No cards left.

    Diplomacy 7(5+2): 1d10 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7

    Roll Details:

    Diplomacy - 1d10+3
    Divine Aid - 1d6

    Discard BotSamurai for Aid

    WPC: Recharge Big John.
    I'll head to Blood Pools when closed

    Bot Heggal's Brawl Check #1: 1d8 + 1d4 + 3 ⇒ (6) + (3) + 3 = 12
    Bot Heggal's Brawl Check #2: 1d8 + 1d4 + 3 ⇒ (7) + (4) + 3 = 14

    "

    Raz wrote:

    Hand: Lance, Lance +1, Longsword (Core), Eagle Knight Dress Uniform, Pawbringer X (Retriever),

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Blood Pool
    Hero Points: 2
    NOTES:
    Available Support: Pawbringer available to take combats at other locations
    Other: Dice Re-Roll Used for 7-2A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soul Shard, Blessing of the Samurai(3), Kikko Armor, Camela (Camel), Duke of Tozus (Retriever), Blessing of the Samurai, Champion's Do-Maru
    Recharged: Big John (Riding Horse),
    Discard Pile: Black Spire( Riding Horse), Earthbreaker (Core), Edgar (Gentleman Explorer), Blessing of the Samurai(2),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☐+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 Card 6 from Plaza/Banished Random Ally 1
    Closed Plaza
    Feiya needs to make 2 Combat 6 checks
    Move to Blood Pools when Plaza closes


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

    Out of turn: I'll assume Feiya uses BoGF on Raz's turn, but if not it's easy to fix.

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

    The graveyard moss triggers the wolverine's allergies, so Zova relocates her team to a clean-air ossuary. Dimples appreciates the reduced sniffling.

    Move to Ossuary and encounter Quarterstaff. Recharge Hawk aspect to auto-acquire.

    The shifter snags a pallbearer's pole to use as a makeshift weapon.

    Discard Dimples to explore, encounter Thug.

    A drunken thug naps in one of the bonestalls. Zova wakes her up with a crack to the head.

    Recharge Shorty to auto-pass BYA.

    Combat 14 (10+4) w/ staff, recharged Frog aspect, added spice: 1d6 + 1d6 + 1d8 + 4 + 1d4 ⇒ (4) + (4) + (2) + 4 + (1) = 15 - Thug defeated

    # of cards banished from location?: 1d4 + 1 ⇒ (4) + 1 = 5 - cards 3-7 are banished, including Brawl barrier (henchman B)

    Thug shuffled back into Ossuary with cards 8-11.

    Zova wrote:

    Hand: Wendifisa Spear, Quarterstaff, B of Milani, Shield of Resistance, Uncle Flappy (Bat), Sneakers the pre-Core Fox, Ladyspice (Gecko),

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 1

    Skills and Powers:
    SKILLS

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

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS:
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
    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

    Shuffled Ossuary contains Thug, cards 8-11.


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Plaguebearer
    Monster 1

    Traits
    Aberration
    Disease

    Check
    Combat
    15

    Powers
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.

    Monster 2
    Spoiler:
    Faceless Stalker
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
    Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

    Monster 3
    Spoiler:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Monster 4
    Spoiler:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Monster 5
    Spoiler:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

    Powers
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Barrier 2
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Barrier 3
    Spoiler:
    Flask Of Curses
    Barrier 2

    Traits
    Curse
    Trap
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

    Barrier 4
    Spoiler:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

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

    Barrier 5
    Spoiler:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Warhammer
    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.

    Weapon 2
    Spoiler:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

    Powers
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Weapon 5
    Spoiler:
    Mace
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spell 2
    Spoiler:
    Locate Object
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Charm Person
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spell 4
    Spoiler:
    Enlarge
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

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

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

    Spell 5
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Random Armors:
    Armor 1
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 2
    Spoiler:
    Brute Force Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 3
    Spoiler:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 4
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

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

    Armor 5
    Spoiler:
    Half-plate
    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.

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

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

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

    Item 2
    Spoiler:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Item 3
    Spoiler:
    Holy Water
    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.

    Item 4
    Spoiler:
    Elixir Of Energy Resistance
    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.

    Item 5
    Spoiler:
    Token Of Remembrance
    Item 0

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Random Allies:
    Ally 1
    Spoiler:
    Acadamae Student
    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 2
    Spoiler:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

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

    Ally 3
    Spoiler:
    Korvosan House Drake
    Ally 2

    Traits
    Dragon

    Check
    Wisdom
    Arcane
    Survival
    9

    Powers
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

    Ally 4
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

    Ally 5
    Spoiler:
    Dog
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Blessing 2
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessing 3
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessing 5
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your check to acquire is blessed.

    On any check, discard to bless.
    On another character’s check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Turn: 6 Feiya/Katlyn99

    Top of Blessing Discard Pile: The Joke - When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.

    Top Blessing:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Heggal)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 8 Damiel)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 9 Raz)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 4 (Turn 10 Zova)
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

    Blessings Deck Card 5 (Turn 11 Feiya)
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

    On a local check, discard to bless.
    The character attempting the check may add another local character’s die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Blessings Deck Card 6 (Turn 12 Heggal)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 7 (Turn 13 Damiel)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 8 (Turn 14 Raz)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Blessings Deck Card 9 (Turn 15 Zova)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 16 Feiya)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 17 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 12 (Turn 18 Damiel)
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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

    Blessings Deck Card 13 (Turn 19 Raz)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 14 (Turn 20 Zova)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 21 Feiya)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 16 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 17 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 18 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 19 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

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

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 21 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

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

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 23 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 24 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

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

    Laboratory Card 1:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Laboratory Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 3:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Laboratory Card 4:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Laboratory Card 5:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Laboratory Card 6:
    Detect Magic
    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.

    Laboratory Card 7:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Laboratory Card 8:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:2 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Zova
    Notes: No Brawl

    Ossuary Card 1:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Ossuary Card 2:
    Frozen Touch
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Ossuary Card 3:
    Bolas
    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.

    Ossuary Card 4:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Ossuary Card 5:
    Spider Swarm
    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.

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

    Graveyard Card 1:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

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

    Graveyard Card 4:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Graveyard Card 5:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Graveyard Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 8:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 9:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Graveyard Card 10:
    Sling
    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.

    Graveyard Card 11:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:2
    Located here: Raz,

    Blood Pool Card 1:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blood Pool Card 2:
    Luckstone
    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.

    Blood Pool Card 3:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Blood Pool Card 4:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Blood Pool Card 5:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Blood Pool Card 6:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Blood Pool Card 7:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

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

    Blood Pool Card 8:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.

    Blood Pool Card 9:
    Spiked Gauntlet
    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.

    Blood Pool Card 10:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Blood Pool Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:4 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:2

    Slaughterhouse Card 1:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

    Powers
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Slaughterhouse Card 2:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Slaughterhouse Card 3:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

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

    Slaughterhouse Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse Card 5:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Slaughterhouse Card 6:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

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

    Slaughterhouse Card 7:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

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

    Slaughterhouse Card 8:
    Acolyte
    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.

    Slaughterhouse Card 9:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Slaughterhouse Card 10:
    Shortsword
    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.

    Slaughterhouse Card 11:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    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
    Located here: Heggal, Feiya


  • Deck Handler for Feiya

    OFF-TURN ACTIONS: Raz's turn- Fight the brawl twice
    First brawl, Zova recharges BotGF to bless, recharge The Lost to reduce diff by 2
    Strength 4+2-2=4: 2d6 ⇒ (4, 6) = 10
    Success!

    Second brawl, recharge Enervation to reduce by 2. Discard BotElements to bless.
    Strength 4+2-2=4: 2d6 ⇒ (2, 3) = 5
    Success!

    When Plaza closes, move to Ossuary

    Feiya cackles maniacally as the men attempting to start a brawl in the Plaza trip over their own feet..repeatedly. A few even trip into Feiyas knee which delights Feiya even more.

    Hourglass Discard: The Joke - When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.

    Explore: Ghoul
    Recharge staff of minor healing to reduce by 2. Play Fiery glare and boPharasma
    Combat 11+2+2-2=13: 3d12 + 4 + 2d4 ⇒ (4, 1, 4) + 4 + (3, 4) = 20

    Feiya ends her turn.

    Feiya attempts to recover all cards in her Recovery pile.
    Fiery Glare (Core) 0: Arcane 7: 1d12 + 4 ⇒ (9) + 4 = 13 -> Fiery Glare (Core) 0 recharged.

    Feiya resets her hand.

    Feiya wrote:

    Hand: Lightning Touch (Core) 0, Life Drain (Core #0) 1, Blessing of Pharasma (#1) 0, Locate Object 1, Leech (loot) 1, Life Drain (Core #1) 1,

    Displayed:
    Deck: 6 Discard: 4 Buried: 0
    Current Location: Ossuary
    Hero Points: 2/2
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Feel free to use my blessings. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Ring of Protection (loot) 2, Fox (Core) 1, The Lost 1, Enervation 1, Staff of Minor Healing 1, Fiery Glare (Core) 0,
    Discard Pile: The Forge 1, Pyrotechnic Blast 1, Blessing of the Elements 0, Blessing of Pharasma (#0) 0,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    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's Deck Handler

    Off turn actions:
    Brawl encounters during Raz's turn per rolls posted by Raz (Thanks, Raz!).
    Move to Ossuary when Plaza closes.

    The hour of Incitation
    When this is the hour: No effect.
    Remain at Ossuary.

    Send Cure to recovery to heal Feiya: 1d4 + 1 ⇒ (2) + 1 = 3 cards.

    After the destruction at the plaza, Heggal runs after Feiya to the ossuary and attempts to tend to her minor wounds.

    Explore:

    Ghoul:
    Monster 1
    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Holy Light to recovery. Reveal Slim to add 1d4+1.
    Combat 11+##=13: 1d8 + 3 + 2d12 + 1d4 + 1 ⇒ (4) + 3 + (5, 12) + (1) + 1 = 26 defeated

    A ghoul rears its ugly head and Heggal blinds it with the glint of his flask. "Maybe stick a little closer to me wouldya, Slim?"

    Discard Social Climber to explore:

    Frozen Touch:
    Spell 0
    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Reveal Ally.
    Divine 5: 1d8 + 3 + 1d4 + 1 ⇒ (3) + 3 + (2) + 1 = 9 acquired

    Heggal picks up on some of the inscriptions written in the ossuary. One in particular catches his interest and he immediately tests it out on a stoppered flask of ale.

    End turn. Attempt recovery revealing Slim.
    Cure - Divine 8: 1d8 + 3 + 1d4 + 1 ⇒ (1) + 3 + (2) + 1 = 7 discarded
    Holy Light - Divine 10: 1d8 + 3 + 1d4 + 1 ⇒ (5) + 3 + (2) + 1 = 11 recharged
    Reset hand.

    Heggal the Boisterous wrote:

    Hand: Viper Strike, Soul Shard, Acolyte, Slim (Bodyguard), Frozen Touch (acq),

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Ossuary
    Hero Points (Available): 2
    NOTES:
    Available Support: Viper Strike to recovery for local combat checks. Acolyte recharges for 1d4 to local Wis/Div
    Other: Dice Re-Roll Used for 7-2A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Mail, Blessing of Cayden Cailean, Mervin the Merchant, Pharasma's Knowing, Holy Symbol, Serge the Surgeon, Morningstar +1
    Recharged: Find Traps, Holy Light,
    Discard Pile: Blessing of Pharasma, Archer (acq), Smoke Bomb (acq), Social Climber, Cure,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    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.


    Heggal's Deck Handler

    Fixing last turn:
    Heggal encountered the same Ghoul as Feiya so assume that Frozen Touch was Heggal's free explore and continue turn after that point.

    Heggal wakes up from an inebriated dream about a ghoul and a frosty beverage. He looks down at his hand and realizes he's holding an icy-cold ale. "Was it really a dream after all?" he mutters to himself before purging into a nearby pail.

    Discard Social Climber to explore Ossuary card #3:

    Bolas:
    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.

    Auto-fail check to acquire and banish.

    End turn. Cure is discarded from recovery. Top card of deck was Acolyte so hand reset is as follows:

    Heggal the Boisterous wrote:

    Hand: Viper Strike, Holy Light, Acolyte, Slim (Bodyguard), Frozen Touch (acq),

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Ossuary
    Hero Points (Available): 2
    NOTES:
    Available Support: Viper Strike to recovery for local combat checks. Acolyte recharges for 1d4 to local Wis/Div
    Other: Dice Re-Roll Used for 7-2A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mervin the Merchant, Serge the Surgeon, Soul Shard, Blessing of Cayden Cailean, Pharasma's Knowing, Holy Symbol, Magic Chain Mail, Morningstar +1
    Recharged: Find Traps,
    Discard Pile: Blessing of Pharasma, Archer (acq), Smoke Bomb (acq), Social Climber, Cure,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    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.


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Boar
    Monster 1

    Traits
    Animal

    Check
    Combat
    10
    THEN
    Combat
    11

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

    Monster 2
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Monster 3
    Spoiler:
    Dire Rat
    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 4
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

    Powers
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Barrier 2
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Barrier 3
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

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

    Barrier 4
    Spoiler:
    Drowning Mud
    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 5
    Spoiler:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Random Weapons:
    Weapon 1
    Spoiler:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

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

    Weapon 2
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

    Powers
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Snakebite Dagger
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    7

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Weapon 4
    Spoiler:
    Elven Curve Blade
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Mace
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Spell 3
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

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

    Spell 4
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Freely display. While displayed:
    • On combat checks to defeat monsters, add 1d6 and the Poison trait.
    • At the end of the turn, banish.

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

    Spell 5
    Spoiler:
    Immolate
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Armor 3
    Spoiler:
    Spiked Breastplate
    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 4
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

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

    Armor 5
    Spoiler:
    Light Shield
    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.

    Random Items:
    Item 1
    Spoiler:
    Plague Mask
    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 2
    Spoiler:
    Liquid Courage
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

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

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

    Item 3
    Spoiler:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Item 4
    Spoiler:
    Drums Of Haste
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    8

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

    Item 5
    Spoiler:
    Codex
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Ally 2
    Spoiler:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Ally 3
    Spoiler:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

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

    Ally 4
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

    Ally 5
    Spoiler:
    Harrower
    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.

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

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

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

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

    Blessing 2
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Blessing 3
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you move during your move step, bury a card.

    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.

    Blessing 4
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your check to acquire is blessed.

    On any check, discard to bless.
    On another character’s check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Blessing 5
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Turn: 8 Damiel/magi210

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

    Top Blessing:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Raz)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 2 (Turn 10 Zova)
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

    Blessings Deck Card 3 (Turn 11 Feiya)
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

    On a local check, discard to bless.
    The character attempting the check may add another local character’s die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

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

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 5 (Turn 13 Damiel)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 6 (Turn 14 Raz)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Blessings Deck Card 7 (Turn 15 Zova)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 16 Feiya)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 17 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 10 (Turn 18 Damiel)
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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

    Blessings Deck Card 11 (Turn 19 Raz)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 12 (Turn 20 Zova)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 13 (Turn 21 Feiya)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 14 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 15 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 16 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 17 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 18 (Turn 26 Feiya)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 19 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 20 (Turn 28 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 21 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 22 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

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

    Laboratory Card 1:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Laboratory Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 3:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Laboratory Card 4:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Laboratory Card 5:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Laboratory Card 6:
    Detect Magic
    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.

    Laboratory Card 7:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Laboratory Card 8:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Zova, Heggal, Feiya
    Notes: No Brawl

    Ossuary Card 1:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Ossuary Card 2:
    Spider Swarm
    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.

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

    Graveyard Card 1:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

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

    Graveyard Card 4:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Graveyard Card 5:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Graveyard Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 8:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 9:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Graveyard Card 10:
    Sling
    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.

    Graveyard Card 11:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:2
    Located here: Raz,

    Blood Pool Card 1:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blood Pool Card 2:
    Luckstone
    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.

    Blood Pool Card 3:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Blood Pool Card 4:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Blood Pool Card 5:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Blood Pool Card 6:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Blood Pool Card 7:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

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

    Blood Pool Card 8:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.

    Blood Pool Card 9:
    Spiked Gauntlet
    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.

    Blood Pool Card 10:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Blood Pool Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:4 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:2

    Slaughterhouse Card 1:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

    Powers
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Slaughterhouse Card 2:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Slaughterhouse Card 3:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

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

    Slaughterhouse Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse Card 5:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Slaughterhouse Card 6:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

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

    Slaughterhouse Card 7:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

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

    Slaughterhouse Card 8:
    Acolyte
    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.

    Slaughterhouse Card 9:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Slaughterhouse Card 10:
    Shortsword
    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.

    Slaughterhouse Card 11:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    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

  • Horizon Hunters

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

    Turn 8: Nethys's Duality
    When this is the hour: On your check against a spell, add 1d4.

    Display Armored Coat (Core)

    Free Explore: Mountebank (Wisdom 6)
    Discard Blessing of the Elements to bless.

    Wisdom 6: 1d6 + 1d6 ⇒ (2) + (2) = 4 -> Failed. Bury top card. -> Alchemist Fire

    Reveal Laboratory coat to prevent 1 acid damage for failing check against bane.

    End Turn, reset hand

    "

    Damiel wrote:

    Hand: Deathbane Light Crossbow, Tinker, Burglar's Bracers, Laboratory Coat, Acid Flask (Core),

    Displayed: Armored Coat (Core),
    Current Location: Laboratory

    Deck: 6 Discard: 2 Buried: 1
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Blood Pool if my location closes.
    Other: Shirt reroll used: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Noxious Bomb (Core), The Winged Serpent, Giant Slug, Blessing of the Elements 1
    Recharged: Embalming Fluid, Corrosive Dagger +1,
    Discard Pile: Blessing of Erastil, Blessing of the Elements 2,
    Buried Pile: Alchemist's Fire,

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

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


    "


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

    ========================
    Raz starts her turn.
    Hour: The Foreign Trader
    Hour Power:On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    Location: Blood Pool
    Location Power: After you discard cards as damage, bury a card from your discards.
    Scenario Powers: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
    When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

    Prayer:

    Blessing 0
    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Divine 3: 1d6 + 1 ⇒ (4) + 1 = 5

    Roll Details:

    Divine - 1d6+1

    Why on earth would the Thugs be doing in THIS place?

    Discard Prayer to examine/explore again

    Luckstone:

    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.

    Wisdom 6: 1d6 ⇒ 2

    Roll Details:

    Wisdom - 1d6

    So many useless rocks laying around these pools.

    "

    Raz wrote:

    Hand: Lance, Lance +1, Longsword (Core), Eagle Knight Dress Uniform, Pawbringer X (Retriever),

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Blood Pool
    Hero Points: 2
    NOTES:
    Available Support: Pawbringer available to take combats at other locations
    Other: Dice Re-Roll Used for 7-2A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Champion's Do-Maru, Camela (Camel), Blessing of the Samurai, Blessing of the Samurai(3), Soul Shard, Kikko Armor, Duke of Tozus (Retriever)
    Recharged: Big John (Riding Horse),
    Discard Pile: Black Spire( Riding Horse), Earthbreaker (Core), Edgar (Gentleman Explorer), Blessing of the Samurai(2), Prayer,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☐+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 Card 1 from Blood Pools
    Banished Card 2 from Blood Poos


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

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

    Give Quarterstaff to Heggal. Move to Slaughterhouse, encounter Soldier.

    Cha 4 to acquire: 1d6 ⇒ 6 - acquired

    An uncertain mercenary guards the entrance to the Slaughterhouse. It doesn't take much for him to be convinced that his corrupt employers should be abandoned.

    Discard Flappy to explore, encounter Hell Hound. Shield of Resistance blocks BYA fire damage.

    Combat 10 w/ spear, flappy bonus: 1d8 + 4 + 1d12 + 1 + 1d4 ⇒ (5) + 4 + (8) + 1 + (3) = 21 - hound defeated

    Per location, discard Milani for defeating monster.

    Zova ducks behind her shield to deflect the hound's billowing flame. Then the hunting spear finds its mark once again.

    Zova wrote:

    Hand: Wendifisa Spear, Soldier, Quillamandus (Porcupine), Shield of Resistance, B of Green Faith 2, Sneakers the pre-Core Fox, Ladyspice (Gecko),

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    Hero Points: 1
    "NOTES:
    Available Support: Sneakers adds 1d4 to any int/wis check."

    Skills and Powers:
    SKILLS

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

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS:
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
    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

    Quarterstaff given to Heggal. Top 2 cards of Slaughterhouse acquired or banished.


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Monster 2
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Monster 3
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Monster 4
    Spoiler:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Monster 5
    Spoiler:
    Deadfall Scorpion
    Monster 2

    Traits
    Vermin
    Poison

    Check
    Combat
    13

    Powers
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Random Barriers:
    Barrier 1
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Barrier 2
    Spoiler:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Barrier 3
    Spoiler:
    Door Spike
    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 4
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

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

    Barrier 5
    Spoiler:
    Cryptic Message
    Barrier 2

    Traits
    Cache

    Check
    Intelligence
    Knowledge
    10

    Powers
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Random Weapons:
    Weapon 1
    Spoiler:
    Longsword
    Weapon 0

    Traits
    Sword
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Weapon 2
    Spoiler:
    Shortbow
    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 3
    Spoiler:
    Throwing Axe
    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 4
    Spoiler:
    Snakebite Dagger
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    7

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Random Spells:
    Spell 1
    Spoiler:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

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

    Spell 3
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 4
    Spoiler:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Klar
    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 2
    Spoiler:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Armor 3
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 4
    Spoiler:
    Shield Of Resistance
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    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 5
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Random Items:
    Item 1
    Spoiler:
    Flame Staff
    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 2
    Spoiler:
    War Drum
    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 3
    Spoiler:
    Elixir Of Energy Resistance
    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.

    Item 4
    Spoiler:
    Bracers Of Protection
    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 5
    Spoiler:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Random Allies:
    Ally 1
    Spoiler:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Ally 2
    Spoiler:
    Dog
    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 3
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

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

    Ally 4
    Spoiler:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Ally 5
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 3
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Blessing 4
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Turn: 11 Feiya/Katlyn99

    Top of Blessing Discard Pile: The Marriage - When this is the hour: At the start of your turn, summon and encounter an ally.

    Top Blessing:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

    On a local check, discard to bless.
    The character attempting the check may add another local character’s die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Heggal)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 2 (Turn 13 Damiel)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 3 (Turn 14 Raz)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Blessings Deck Card 4 (Turn 15 Zova)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 16 Feiya)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 17 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 7 (Turn 18 Damiel)
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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

    Blessings Deck Card 8 (Turn 19 Raz)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 9 (Turn 20 Zova)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 21 Feiya)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 12 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 13 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 14 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 15 (Turn 26 Feiya)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 16 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 17 (Turn 28 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 18 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 19 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Damiel
    Notes: Mountebank

    Laboratory Card 1:
    Detect Magic
    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.

    Laboratory Card 2:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Laboratory Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 4:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Laboratory Card 5:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Laboratory Card 6:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Laboratory Card 7:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Laboratory Card 8:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Heggal, Feiya
    Notes: No Brawl

    Ossuary Card 1:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Ossuary Card 2:
    Spider Swarm
    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.

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

    Graveyard Card 1:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

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

    Graveyard Card 4:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Graveyard Card 5:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Graveyard Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 8:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 9:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Graveyard Card 10:
    Sling
    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.

    Graveyard Card 11:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Raz,

    Blood Pool Card 1:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Blood Pool Card 2:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Blood Pool Card 3:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Blood Pool Card 4:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Blood Pool Card 5:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

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

    Blood Pool Card 6:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.

    Blood Pool Card 7:
    Spiked Gauntlet
    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.

    Blood Pool Card 8:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Blood Pool Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:3 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
    Located here: Zova,

    Slaughterhouse Card 1:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

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

    Slaughterhouse Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse Card 3:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Slaughterhouse Card 4:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

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

    Slaughterhouse Card 5:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

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

    Slaughterhouse Card 6:
    Acolyte
    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.

    Slaughterhouse Card 7:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Slaughterhouse Card 8:
    Shortsword
    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.

    Slaughterhouse Card 9:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    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


  • Deck Handler for Feiya

    OFF-TURN ACTIONS: Heggals turn - healed for 3
    Feiya is healed for 3: (The Forge 1, Pyrotechnic Blast 1, Blessing of the Elements 0). Deck shuffled.

    Hourglass Discard: The Marriage - When this is the hour: At the start of your turn, summon and encounter an ally.

    Start of Turn: Encounter - Fox
    Wisdom 5: 1d6 ⇒ 2
    Fail. Fox banished

    Explore: Thug
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
    Banish Lightning Touch

    Recharge Leech to reduce by 2. Play Life drain
    Combat 10+2+2-2=12: 1d12 + 4 + 2d4 ⇒ (1) + 4 + (3, 1) = 9
    Spend a hero point to reroll
    Combat 10+2+2-2=12: 1d12 + 4 + 2d4 ⇒ (1) + 4 + (3, 3) = 11
    jeez.... Shirt reroll on the d12
    Combat 10+2+2-2=12: 1d12 + 4 + 3 + 3 ⇒ (7) + 4 + 3 + 3 = 17
    Thug defeated. Last other card at Ossuary is banished. Since Thug is a closing henchman and there aren't any other cards at the location, I believe i get a chance to close now?

    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.

    Explore: Ancient Skeleton
    Before acting, either recharge a Divine card or suffer 1 Combat damage.
    Recharge Blessing of Pharasma

    Play Life drain. Recharge locate object to reduce by 2.
    Combat 10+2+2-2=12: 1d12 + 4 + 2d4 ⇒ (10) + 4 + (3, 1) = 18
    Ancient skeleton defeated. Heggal still needs to encounter an Ancient Skeleton but since I defeated mine, location is now closed.

    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    Nothing buried.

    On closing Ossuary, Feiya moves to Laboratory.

    Feiya ends her turn.

    Feiya attempts to recover all cards in her Recovery pile.
    Life Drain (Core #0) 1: Arcane 9: 1d12 + 4 ⇒ (3) + 4 = 7 -> Life Drain (Core #0) 1 discarded.
    Life Drain (Core #1) 1: Arcane 9: 1d12 + 4 ⇒ (7) + 4 = 11 -> Life Drain (Core #1) 1 recharged.

    Feiya resets her hand.

    Feiya wrote:

    Hand: Ring of Protection (loot) 2, Pyrotechnic Blast 1, Enervation 1, Blessing of the Elements 0, Staff of Minor Healing 1, Fox (Core) 1,

    Displayed:
    Deck: 7 Discard: 2 Buried: 0
    Current Location: Laboratory
    Hero Points: 1/2
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my blessings. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fiery Glare (Core) 0, The Forge 1, The Lost 1
    Recharged: Leech (loot) 1, Blessing of Pharasma (#1) 0, Locate Object 1, Life Drain (Core #1) 1,
    Discard Pile: Blessing of Pharasma (#0) 0, Life Drain (Core #0) 1,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    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.


    Deck Handler for Feiya

    Edit:

    Forgot to heal from the Life Drain.

    Feiya has 1 cards in her discard pile healed: (Blessing of Pharasma (#0) 0). Deck shuffled.

    "

    Feiya wrote:

    Hand: Ring of Protection (loot) 2, Pyrotechnic Blast 1, Enervation 1, Blessing of the Elements 0, Staff of Minor Healing 1, Fox (Core) 1,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Current Location: Laboratory
    Hero Points: 1/2
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my blessings. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Forge 1, Locate Object 1, Leech (loot) 1, The Lost 1, Blessing of Pharasma (#0) 0, Fiery Glare (Core) 0, Blessing of Pharasma (#1) 0
    Recharged: Life Drain (Core #1) 1,
    Discard Pile: Life Drain (Core #0) 1,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    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's Deck Handler

    Off turn actions:
    Receive Quarterstaff from Zova (Thanks, wkover!)
    During Feiya's turn, summon and encounter an Ancient Skeleton.

    Ancient Skeleton:
    Story Bane Monster 1

    Traits:
    Undead
    Skeleton
    Veteran

    Check to Defeat:
    Combat 11+##

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

    Recharge Frozen Touch. Send Holy Light to recovery & reveal Ally.
    Combat 11+##=15: 1d8 + 3 + 2d12 + 1d4 + 1 ⇒ (7) + 3 + (2, 9) + (4) + 1 = 26 defeated
    Holy Light recovery - Divine 10: 1d8 + 3 + 1d4 + 1 ⇒ (2) + 3 + (1) + 1 = 7 discarded
    Move to Slaughterhouse when Ossuary closes.

    The hour of Desna's Freedom
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    Remain at Slaughterhouse.
    Reveal Acolyte to heal Heggal: 1d4 + 1 ⇒ (2) + 1 = 3 cards (Archer, Cure & BoPharasma). Discard Acolyte.

    "I don't like the look of this place... Slim, you head in first... AAAAAAHHHHHH! Oh, Zova! You startled me!"

    Discard Slim to explore:

    Termite Swarm:
    Monster 1
    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

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

    Send Viper Strike to recovery. Recharge Feiya's BotElements.
    Combat 10: 2d8 + 3 + 2d4 ⇒ (2, 2) + 3 + (4, 2) = 13 Shirt re-roll a d8
    Combat 10: 1d8 + 2 + 3 + 4 + 2 ⇒ (6) + 2 + 3 + 4 + 2 = 17 defeated by 4 or more, banished
    Discard Quarterstaff per location power.

    "Oh, nothing to worry about. Just a whole lot of vermin to squishImean safely capture and release in the wild! Heh heh." Heggal glaces nervously toward the Green shifter.

    End turn.
    Viper Strike recovery - Divine 7: 1d8 + 3 ⇒ (4) + 3 = 7 recharged
    Reset hand.

    Heggal the Boisterous wrote:

    Hand: Find Traps, Soul Shard, Holy Symbol, Blessing of Cayden Cailean, Archer (acq),

    Displayed:
    Deck: 9 Discard: 6 Buried: 0
    Current Location: Slaughterhouse
    Hero Points (Available): 2
    NOTES:
    Available Support: Find Traps & Blessing available.
    Other: Dice Re-Roll Used for 7-2A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frozen Touch (acq), Serge the Surgeon, Cure, Morningstar +1, Pharasma's Knowing, Magic Chain Mail, Blessing of Pharasma, Mervin the Merchant
    Recharged: Viper Strike,
    Discard Pile: Smoke Bomb (acq), Social Climber, Quarterstaff (Zova's), Holy Light, Acolyte, Slim (Bodyguard),
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    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.


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Monster 2
    Spoiler:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Monster 3
    Spoiler:
    Barghest
    Monster 2

    Traits
    Outsider

    Check
    Combat
    13

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

    Monster 4
    Spoiler:
    Dire Rat
    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 5
    Spoiler:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Random Barriers:
    Barrier 1
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

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

    Barrier 2
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Barrier 3
    Spoiler:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

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

    Barrier 4
    Spoiler:
    Drowning Mud
    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 5
    Spoiler:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

    Powers
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    Starknife
    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 2
    Spoiler:
    Elven Curve Blade
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Venomous Hand Crossbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    12

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

    Weapon 4
    Spoiler:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Weapon 5
    Spoiler:
    Shortbow
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Divine Insight
    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 2
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Spell 3
    Spoiler:
    Charm Person
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spell 4
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Detect Evil
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Armored Coat
    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 2
    Spoiler:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Armor 3
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Armor 4
    Spoiler:
    Helm
    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.

    Armor 5
    Spoiler:
    Glamered Leather Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    7

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

    Random Items:
    Item 1
    Spoiler:
    Plaguebringer’s Mask
    Item 2

    Traits
    Accessory
    Magic
    Disease

    Check
    Intelligence
    Craft
    11

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

    Item 2
    Spoiler:
    Holy Symbol
    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.

    Item 3
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

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

    Item 4
    Spoiler:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Item 5
    Spoiler:
    Bracers Of Protection
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Acadamae Student
    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 2
    Spoiler:
    Merchant
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Ally 3
    Spoiler:
    Bat
    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 4
    Spoiler:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Ally 5
    Spoiler:
    Korvosan House Drake
    Ally 2

    Traits
    Dragon

    Check
    Wisdom
    Arcane
    Survival
    9

    Powers
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessing 2
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Turn: 13 Damiel/magi210

    Top of Blessing Discard Pile: Erastil’s Eye - When this is the hour: If you are at a Wild location, you may discard a card to explore.

    Top Blessing:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Raz)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Blessings Deck Card 2 (Turn 15 Zova)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 16 Feiya)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 17 Heggal)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 5 (Turn 18 Damiel)
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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

    Blessings Deck Card 6 (Turn 19 Raz)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 7 (Turn 20 Zova)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 21 Feiya)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 10 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 11 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 12 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 13 (Turn 26 Feiya)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 14 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 15 (Turn 28 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 16 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 17 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

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

    Laboratory Card 1:
    Detect Magic
    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.

    Laboratory Card 2:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Laboratory Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 4:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Laboratory Card 5:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Laboratory Card 6:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Laboratory Card 7:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Laboratory Card 8:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Ossuary
    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:

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

    Graveyard Card 1:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

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

    Graveyard Card 4:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Graveyard Card 5:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Graveyard Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 8:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 9:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Graveyard Card 10:
    Sling
    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.

    Graveyard Card 11:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Raz,

    Blood Pool Card 1:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Blood Pool Card 2:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Blood Pool Card 3:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Blood Pool Card 4:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Blood Pool Card 5:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

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

    Blood Pool Card 6:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.

    Blood Pool Card 7:
    Spiked Gauntlet
    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.

    Blood Pool Card 8:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Blood Pool Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:2 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
    Located here: Zova, Heggal,

    Slaughterhouse Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse Card 2:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Slaughterhouse Card 3:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

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

    Slaughterhouse Card 4:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

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

    Slaughterhouse Card 5:
    Acolyte
    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.

    Slaughterhouse Card 6:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Slaughterhouse Card 7:
    Shortsword
    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.

    Slaughterhouse Card 8:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    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

  • Horizon Hunters

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

    Turn 13: Erastil's Eye
    WHEN THIS IS THE HOUR
    If you are at a Wild location, you may discard a card to explore.

    Free Explore: Detect Magic (Int 3)

    Intelligence 3: 1d10 + 1 ⇒ (10) + 1 = 11 -> Added to hand.

    Discard Tinker to explore again.

    Explore 2: Bastion boots (Dex 5)
    Tinker adds 1d4

    Dexterity 5: 1d10 + 1d4 ⇒ (2) + (1) = 3 -> Discarded

    Banish Detect Magic to examine top card of Lab: Proxy B (Brawl)

    End turn, reset hand.

    "

    Damiel wrote:

    Hand: Deathbane Light Crossbow, Noxious Bomb (Core), Burglar's Bracers, Laboratory Coat, Acid Flask (Core),

    Displayed: Armored Coat (Core),
    Current Location: Laboratory

    Deck: 5 Discard: 3 Buried: 1
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Blood Pool if my location closes.
    Other: Shirt reroll used: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Giant Slug, Blessing of the Elements 1, The Winged Serpent
    Recharged: Embalming Fluid, Corrosive Dagger +1,
    Discard Pile: Blessing of Erastil, Blessing of the Elements 2, Tinker,
    Buried Pile: Alchemist's Fire,

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

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


    "


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

    ========================
    Raz starts her turn.
    Hour: The Crows
    Hour Power:When you would bury a boon, succeed at its check to acquire or banish it instead.
    Location: Blood Pool
    Location Power: After you discard cards as damage, bury a card from your discards.
    Scenario Powers: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
    When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

    Thug:

    Story Bane Monster 0
    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    As I make a sweep of the Blood Pools, I run into one of the thugs.

    Diplomacy 6(4+2): 1d10 + 3 ⇒ (4) + 3 = 7

    Roll Details:

    Diplomacy - 1d10+3

    As the thug approaches, I call out to him.

    "Come now, you really don't think you can best the great Raz, do you?"

    The thug hesitates for a moment, but continues his threatening approach.

    Combat (Melee) 14(10+4): 1d8 + 2 + 1d8 + 1 + 1d8 + 1 ⇒ (2) + 2 + (6) + 1 + (4) + 1 = 16

    Roll Details:

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

    Pawbringer and I easily dispatch of the Thug, but he unfortunately gets away with some of the loot.

    Remove Cards: 1d4 + 1 ⇒ (1) + 1 = 2

    "

    Raz wrote:

    Hand: Lance, Lance +1, Longsword (Core), Eagle Knight Dress Uniform, Pawbringer X (Retriever),

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Blood Pool
    Hero Points: 2
    NOTES:
    Available Support: Pawbringer available to take combats at other locations
    Other: Dice Re-Roll Used for 7-2A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Duke of Tozus (Retriever), Camela (Camel), Blessing of the Samurai(3), Soul Shard, Kikko Armor, Champion's Do-Maru, Blessing of the Samurai
    Recharged: Big John (Riding Horse),
    Discard Pile: Black Spire( Riding Horse), Earthbreaker (Core), Edgar (Gentleman Explorer), Blessing of the Samurai(2), Prayer,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☐+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
    Card 1 of Blood Pools shuffled back in
    Cards 2 and 3 are banished from the Blood Pools


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

    Hour: Iomedae’s Justice. WHEN THIS IS THE HOUR: On your check against an Outsider card, add 1d4.

    Zova is warmed by the company of the unsteady cleric, though she considers patting him down for toothpicks.

    Stay @ Slaughterhouse, encounter Proxy B (Brawl).

    Heggal has to encounter the Brawl. Zova recharges Sneakers to auto-succeed at the Dex check.

    It was only a matter of time before a handler engaged in unsafe animal practices, so Zova steps in and lays down the law.

    # of cards banished?: 1d4 + 1 ⇒ (3) + 1 = 4 - cards 2-5 are banished

    Brawl is shuffled into the remaining cards @ Slaughterhouse. Discard Quillamandus to explore.

    Which card encountered? (9= proxy B Brawl): 1d4 + 5 ⇒ (1) + 5 = 6 - Flaming Shortbow

    Stealth 9: 1d8 + 1 ⇒ (5) + 1 = 6 - fail, banished

    Zova wrote:

    Hand: Wendifisa Spear, Soldier, Aspect of the Mouse, Shield of Resistance, B of Green Faith 2, Wintervine, Ladyspice (Gecko),

    Displayed:
    Deck: 6 Discard: 5 Buried: 0
    Hero Points: 1

    Skills and Powers:
    SKILLS

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

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS:
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
    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 encounters the Brawl. Remaining cards in Slaughterhouse are shuffled: Cards 7-8 and proxy B. Note: Saving Soldier to banish for the close, unless someone else closes first.


    Deck Handler for Feiya

    OFF-TURN ACTIONS: Heggals turn - recharge BotElements

    Hourglass Discard: Iomedae’s Justice

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

    Explore: Henchman Proxy B - Brawl
    Before acting, each other local character summons and encounters this barrier.
    Damiel encounters a Brawl as well. Feiya recharges Fox to reduce that check by 2.

    Recharge ring of protection, Zova recharges B of green faith
    Strength 4+2-3=3: 2d6 ⇒ (6, 6) = 12

    Feiya cackles in glee as another fight breaks out in the Laboratory. Fists and flying, glass is breaking, and Feiya dances in the middle of it untouchable. Any time a brawler gets close to the witch, they somehow stumble onto her knee, or trip on her foot, or accidentally run into her fist. If you didn't know better you would swear she was a hand to hand combat expert with how unlucky the brawlers are.

    cards banished: 1d4 + 1 ⇒ (4) + 1 = 5

    Laboratory is empty. Attempting to close.

    When Closing: Succeed at an Intelligence or Craft 5+# check.

    Craft 5+2: 1d12 + 4 ⇒ (6) + 4 = 10

    Laboratory is closed. Damiel and Feiya have to move. Feiya moves to the Graveyard.

    Feiya recharges staff of minor healing to heal Damiel for 1 card (if he moves to Graveyard with her. Otherwise she heals herself).

    "

    Feiya wrote:

    Hand: Pyrotechnic Blast 1, Enervation 1, Fiery Glare (Core) 0, The Forge 1, Locate Object 1, The Lost 1,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Current Location: Laboratory
    Hero Points: 1/2
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my blessings. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leech (loot) 1, Blessing of Pharasma (#0) 0, Blessing of Pharasma (#1) 0
    Recharged: Life Drain (Core #1) 1, Blessing of the Elements 0, Ring of Protection (loot) 2, Fox (Core) 1, Staff of Minor Healing 1,
    Discard Pile: Life Drain (Core #0) 1,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    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.

    "


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

    Out of turn: Rechanging BoGF for Feiya.

    Zova wrote:

    Hand: Wendifisa Spear, Soldier, Aspect of the Mouse, Shield of Resistance, Wintervine, Ladyspice (Gecko),

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Hero Points: 1
    "NOTES:
    Available Support: Saving Soldier for Slaughterhouse close, unless someone else closes first."

    Skills and Powers:
    SKILLS

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

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS:
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
    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

    Horizon Hunters

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

    Off turn: Encounter Brawl (Dex 4)

    Dex 4: 1d10 ⇒ 3 -> Take 3 damage. Bury coat to prevent all damage.

    Follow Feiya to the graveyard and heal Blessing of Erastil.


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

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

    Monster 2
    Spoiler:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

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

    Monster 3
    Spoiler:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Monster 4
    Spoiler:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Monster 5
    Spoiler:
    Infantry Devil
    Monster 2

    Traits
    Outsider
    Devil

    Check
    Combat
    14
    OR
    Arcane
    9

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

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

    Barrier 2
    Spoiler:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

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

    Barrier 3
    Spoiler:
    Door Spike
    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 4
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

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

    Barrier 5
    Spoiler:
    Death’s Breath Door
    Barrier 2

    Traits
    Lock
    Trap

    Check
    Strength
    Dexterity
    Disable
    Divine
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

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

    Weapon 3
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Weapon 4
    Spoiler:
    Battleaxe
    Weapon 0

    Traits
    Axe
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Weapon 5
    Spoiler:
    Light Crossbow
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Spell 2
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Spell 3
    Spoiler:
    Fly
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Spell 4
    Spoiler:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 5
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Armored Coat
    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 2
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 3
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Armor 4
    Spoiler:
    Quilted Cloth Armor
    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.

    Armor 5
    Spoiler:
    Chain Mail
    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.

    Random Items:
    Item 1
    Spoiler:
    Twitch Tonic
    Item 2

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    10

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

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

    Item 2
    Spoiler:
    Caltrops
    Item 0

    Traits
    Object

    Check
    Dexterity
    Disable
    4

    Powers
    When a local character encounters a monster, discard; they evade it.

    Item 3
    Spoiler:
    Boots Of Friendly Terrain
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Item 4
    Spoiler:
    Spellbook
    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.

    Item 5
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

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

    Random Allies:
    Ally 1
    Spoiler:
    Priest Of Pharasma
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Ally 2
    Spoiler:
    Naval Hero
    Ally 2

    Traits
    Human
    Swashbuckler

    Check
    Charisma
    Diplomacy
    Melee
    9

    Powers
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.

    Ally 3
    Spoiler:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Ally 4
    Spoiler:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Ally 5
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card’s owner, recharge it instead. You may not use this power during an encounter.

    Random Blessings:
    Blessing 1
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessing 4
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessing 5
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your check to acquire is blessed.

    On any check, discard to bless.
    On another character’s check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Turn: 17 Heggal/WilderRedbeard

    Top of Blessing Discard Pile: The Liar - When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.

    Top Blessing:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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


    Blessings Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Damiel)
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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

    Blessings Deck Card 2 (Turn 19 Raz)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 3 (Turn 20 Zova)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 21 Feiya)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 6 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 7 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 9 (Turn 26 Feiya)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 10 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 11 (Turn 28 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 12 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 13 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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
    Notes:

    Ossuary
    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:

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

    Graveyard Card 1:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

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

    Graveyard Card 4:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Graveyard Card 5:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Graveyard Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 8:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 9:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Graveyard Card 10:
    Sling
    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.

    Graveyard Card 11:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Raz,

    Blood Pool Card 1:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Blood Pool Card 2:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Blood Pool Card 3:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

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

    Blood Pool Card 4:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.

    Blood Pool Card 5:
    Spiked Gauntlet
    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.

    Blood Pool Card 6:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Blood Pool Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
    Located here: Zova, Heggal,

    Slaughterhouse Card 1:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Slaughterhouse Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Slaughterhouse Card 3:
    Shortsword
    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.

    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


  • Heggal's Deck Handler

    Off turn actions:
    During Zova's turn, encounter Brawl. Reveal Ally to add 1d4+1.
    Melee 4+#=6: 1d8 + 2 + 1d4 + 1 ⇒ (7) + 2 + (4) + 1 = 14 defeated

    The hour of The Liar
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    Remain at Slaughterhouse.

    Explore:

    Thug:
    Story Bane Monster 0
    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Reveal Archer to add 1d4+1 to BA check. Difficulty increased by 1 for hour.
    Melee 4+#+1=7: 1d8 + 2 + 1d4 + 1 ⇒ (1) + 2 + (4) + 1 = 8 success
    Reveal Ally for CtD, discard BoCaydenCailean, Difficulty increased by 1 for hour.
    Diplomacy 7+#+1=10: 2d10 + 2 + 1d4 + 1 ⇒ (4, 2) + 2 + (3) + 1 = 12 defeated
    Discard Soul Shard per location power.
    Banish: 1d4 + 1 ⇒ (2) + 1 = 3 cards. Thug is the only card left so Banish Archer (acquired Ally 0) to close Slaughterhouse.
    Examine top card of each location, ignoring Trigger powers:
    Graveyard: Azer (Monster 1) - Immune to Fire, AA 1d4-1 Fire damage
    Blood Pool: Thug (Story Bane Monster 0)
    Move to Blood Pool when location closes.

    Things get heated at the slaughterhouse. Heggal dodges an arching blade and a mail-covered fist. He feels the whistle of an arrow fly past him and strike the chest of the leader of the band of brutes. The thug lurches forward and falls to the ground, still. Heggal looks back with a grin and a wink to his newest archer companion, only to realize in horror that she's been surrounded and cut down by the villainous gang. As Zova makes quick work of the remaining members, a single tear falls down Heggal's cheek and he pours out a swig of his flask on to the floor in honour of his companion.
    "I didn't even get to know her name." Heggal laments as Serge comforts his friend.
    "Sure you did," the Surgeon replies, placing his arm around the cleric, "It was Helen. She told you at least half-a-dozen times."

    End turn and reset hand.

    Heggal the Boisterous wrote:

    Hand: Find Traps, Cure, Magic Chain Mail, Holy Symbol, Blessing of Pharasma,

    Displayed:
    Deck: 6 Discard: 8 Buried: 0
    Current Location: Blood Pool
    Hero Points (Available): 2
    NOTES:
    Available Support: Find Traps & Blessing available.
    Other: Dice Re-Roll Used for 7-2A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mervin the Merchant, Serge the Surgeon, Frozen Touch (acq), Pharasma's Knowing, Morningstar +1
    Recharged: Viper Strike,
    Discard Pile: Smoke Bomb (acq), Social Climber, Quarterstaff (Zova's), Holy Light, Acolyte, Slim (Bodyguard), Blessing of Cayden Cailean, Soul Shard,
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    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.

    At the start of Damiel's turn, place Cure in recovery to heal Heggal: 1d4 + 1 ⇒ (4) + 1 = 5 cards (Quarterstaff, Soul Shard, BoCaydenCailean, Smoke Bomb & Acolyte).
    Display Magic Chain Mail.


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Monster 2
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

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

    Monster 3
    Spoiler:
    Infantry Devil
    Monster 2

    Traits
    Outsider
    Devil

    Check
    Combat
    14
    OR
    Arcane
    9

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

    Monster 4
    Spoiler:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

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

    Monster 5
    Spoiler:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

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

    Barrier 2
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Barrier 3
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

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

    Barrier 4
    Spoiler:
    Imps And House Drakes
    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.

    Barrier 5
    Spoiler:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Dagger
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    3

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

    Weapon 2
    Spoiler:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Weapon 3
    Spoiler:
    Starknife
    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 4
    Spoiler:
    Giantbane Greataxe
    Weapon 1

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 5
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Force Missile
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4.
    On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 3
    Spoiler:
    Deflect
    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 4
    Spoiler:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 5
    Spoiler:
    Phantasmal Minion
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    When you suffer Acid, Combat, or Fire 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 2
    Spoiler:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Armor 3
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

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

    Armor 4
    Spoiler:
    Hide Armor
    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.

    Armor 5
    Spoiler:
    Armored Coat
    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.

    Random Items:
    Item 1
    Spoiler:
    Wand Of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.

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

    Item 2
    Spoiler:
    Balmberry
    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 3
    Spoiler:
    Elixir Of Love
    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.

    Item 4
    Spoiler:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

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

    Item 5
    Spoiler:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Random Allies:
    Ally 1
    Spoiler:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Ally 2
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

    Ally 3
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

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

    Ally 4
    Spoiler:
    Card Caster
    Ally 0

    Traits
    Human
    Magus
    Harrow

    Check
    Intelligence
    Knowledge
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Ally 5
    Spoiler:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 3
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you move during your move step, bury a card.

    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.

    Blessing 4
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

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

    Blessing 5
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Turn: 18 Damiel/magi210

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

    Top Blessing:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Raz)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 2 (Turn 20 Zova)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 21 Feiya)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 5 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 6 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 8 (Turn 26 Feiya)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 9 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 10 (Turn 28 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 11 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 12 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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
    Notes:

    Ossuary
    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:

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

    Graveyard Card 1 - Azer:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Graveyard Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

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

    Graveyard Card 4:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Graveyard Card 5:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Graveyard Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 8:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 9:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Graveyard Card 10:
    Sling
    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.

    Graveyard Card 11:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Raz, Heggal,

    Blood Pool Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 2:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.

    Blood Pool Card 3:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Blood Pool Card 4:
    Spiked Gauntlet
    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.

    Blood Pool Card 5:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

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

    Blood Pool Card 6:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Blood Pool Card 7:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

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

    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

  • Horizon Hunters

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

    Turn 18: Urgathoa’s Gluttony
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    Free Explore: Azer (Combat 15)

    Location makes it undead.

    Reveal Deathbane Light crossbow for 1d10+2+1d8+1d8+1
    Recharge Noxious Bomb to add 1d4 and acid.
    Recharge Acid Flask to add 2d6.

    Combat 15: 1d10 + 2 + 1d8 + 1d8 + 1 + 1d4 + 2d6 ⇒ (3) + 2 + (1) + (4) + 1 + (1) + (5, 2) = 19 -> Defeated.

    AYA Damage: 1d4 - 1 ⇒ (2) - 1 = 1 -> Discard Burglar's Bracers

    End turn, reset hand.

    "

    Damiel wrote:

    Hand: Deathbane Light Crossbow, The Winged Serpent, Corrosive Dagger +1, Blessing of the Elements 1, Embalming Fluid,

    Displayed: Armored Coat (Core),
    Current Location: Laboratory

    Deck: 4 Discard: 4 Buried: 1
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Blood Pool if my location closes.
    Other: Shirt reroll used: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Erastil, Giant Slug
    Recharged: Noxious Bomb (Core), Acid Flask (Core),
    Discard Pile: Blessing of the Elements 2, Tinker, Laboratory Coat, Burglar's Bracers,
    Buried Pile: Alchemist's Fire,

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

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


    "


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

    ========================
    Raz starts her turn.
    Hour: The Betrayal
    Hour Power:When you acquire a boon, bury it.
    Location: Blood Pool
    Location Power: After you discard cards as damage, bury a card from your discards.
    Scenario Powers: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
    When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.

    As I watch the Thug head off with the loot, I hear Heggal come running from a mob of thugs.

    Brawl:

    Barrier 1
    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Combat 6(4+2): 1d8 + 2 ⇒ (7) + 2 = 9

    Roll Details:

    Melee - 1d8+2

    Destroy: 1d4 + 1 ⇒ (4) + 1 = 5
    Banish cards 2-6. That leaves card 7 and the Brawl left

    "Come Pawbringer! Lets clean this place out!"
    Discard Pawbringer to explore again

    Random Card 1-Card 7, 2-Brawl: 1d2 ⇒ 2

    Unfortunately, the brawl had spread into the other areas as well.

    Brawl:

    Barrier 1
    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Combat 6(4+2): 1d8 + 2 ⇒ (1) + 2 = 3

    Roll Details:

    Melee - 1d8+2

    Paizo Reroll the d8

    Combat 6(4+2): 1d8 + 2 ⇒ (8) + 2 = 10

    Roll Details:

    Melee - 1d8+2

    Only 1 card left, so banish it and the Brawl now allows the close check. Bury Longsword and Lance
    WPC - Heal a card
    Raz is healed for 1: (Black Spire( Riding Horse)). Deck shuffled.

    "

    Raz wrote:

    Hand: Lance +1, Eagle Knight Dress Uniform, Duke of Tozus (Retriever), Blessing of the Samurai(3), Blessing of the Samurai,

    Displayed:
    Deck: 6 Discard: 5 Buried: 2
    Current Location: Blood Pool
    Hero Points: 2
    NOTES:
    Available Support: Pawbringer available to take combats at other locations
    Other: Dice Re-Roll Used for 7-2A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Camela (Camel), Kikko Armor, Champion's Do-Maru, Black Spire( Riding Horse), Soul Shard, Big John (Riding Horse)
    Recharged:
    Discard Pile: Earthbreaker (Core), Edgar (Gentleman Explorer), Blessing of the Samurai(2), Prayer, Pawbringer X (Retriever),
    Buried Pile: Longsword (Core), Lance,

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☐+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
    Blood Pools closed. Move to Graveyard"


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Monster 2
    Spoiler:
    Yeth Hound
    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 3
    Spoiler:
    Faceless Stalker
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
    Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

    Monster 4
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Monster 5
    Spoiler:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

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

    Barrier 2
    Spoiler:
    Imps And House Drakes
    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.

    Barrier 3
    Spoiler:
    Flanking Attack
    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.

    Barrier 4
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Barrier 5
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Shortbow
    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 2
    Spoiler:
    Rapier
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    5

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Weapon 3
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 4
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Weapon 5
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.

    Spell 2
    Spoiler:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Spell 3
    Spoiler:
    Detect Evil
    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 4
    Spoiler:
    Fool’s Gold
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    7

    Powers
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.

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

    Spell 5
    Spoiler:
    Magic Eye
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    7

    Powers
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 2
    Spoiler:
    Leather Armor
    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.

    Armor 3
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Armor 4
    Spoiler:
    Half-plate
    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 5
    Spoiler:
    Shield Of Resistance
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    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.

    Random Items:
    Item 1
    Spoiler:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Item 2
    Spoiler:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Item 3
    Spoiler:
    Sage’s Journal
    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 4
    Spoiler:
    Wand Of Acid Burst
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat or Disable check, bury or banish to use Arcane + 2d4.

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

    Item 5
    Spoiler:
    Horn Of Blasting
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

    Random Allies:
    Ally 1
    Spoiler:
    Mouse
    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 2
    Spoiler:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    Flensing Jelly
    Ally 2

    Traits
    Ooze
    Alchemical
    Acid

    Check
    Intelligence
    Craft
    9
    OR
    Wisdom
    Survival
    11

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

    Ally 4
    Spoiler:
    Burglar
    Ally 0

    Traits
    Trigger
    Human
    Rogue

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Ally 5
    Spoiler:
    Horse
    Ally 0

    Traits
    Animal
    Mount

    Check
    Wisdom
    Charisma
    Survival
    3

    Powers
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    Blessing 4
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessing 5
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 20 Zova/wkover

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

    Top Blessing:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 Feiya)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 3 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 4 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 6 (Turn 26 Feiya)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 7 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 8 (Turn 28 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 9 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 10 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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
    Notes:

    Ossuary
    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:

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:3 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:2
    Located here: Raz, Heggal, Zova, Damiel, Feiya

    Graveyard Card 1:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 2:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

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

    Graveyard Card 3:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Graveyard Card 4:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Graveyard Card 5:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 7:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 8:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Graveyard Card 9:
    Sling
    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.

    Graveyard Card 10:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Slaughterhouse
    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

    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


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

    Hour = Incitation, no effect.

    The Pathfinders converge on the graveyard to rid the long-dead of their thuggish vermin.

    Explore Graveyard, encounter Thug. Recharge Mouse aspect to auto-succeed at BYA.

    Combat 14 (10+4) w/ spear, banished Wintervine, added spice: 1d8 + 4 + 1d12 + 1 + 1d8 + 1d4 ⇒ (6) + 4 + (3) + 1 + (6) + (3) = 23 - thug defeated

    The shifter recedes into a more compact rodent form, which she uses to launch herself at a surprised ruffian.

    "Urk," the thug sighs, expressing lifelong disappointment as he falls to Zova's spear.

    # of cards banished?: 1d4 + 1 ⇒ (3) + 1 = 4 - cards 2-5 are banished

    Discard Soldier to explore. Which card encountered? (6-11, 11=thug): 1d6 + 5 ⇒ (3) + 5 = 8 - Evoker

    1d6 element roll: 1d6 ⇒ 6 - Poison

    Who takes 1 BYA poison damage? (1=Zova): 1d5 ⇒ 5 - Raz

    Combat 14 (10+4) w/ discarded spear, added spice, recharged gecko for power: 1d6 + 1d12 + 1 + 1d12 + 1d8 + 4 + 1d4 ⇒ (6) + (10) + 1 + (4) + (3) + 4 + (3) = 31 - defeated

    Discard only remaining card (shield) for AYA poison damage.

    A sickly wizard ambushes the party with a flashy poison cloud, injuring Raz and startling the others.

    Zova hurls her spear at the venomous fiend, cutting her nearly in two.

    Wintervine is auto-recovered.

    Zova wrote:

    Hand: Cloud Puff, B of Green Faith 1, Aspect of the Hawk, Shortygator (Caiman), Aspect of the Frog, Sneakers the pre-Core Fox, B of Green Faith 2,

    Displayed:
    Deck: 3 Discard: 8 Buried: 0
    Hero Points: 1

    Skills and Powers:
    SKILLS

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

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS:
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
    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

    Raz takes 1 poison damage. Cards 2-5 and 8 are banished from Graveyard. Thug is shuffled into remaining cards. Heggal owes two Brawl checks from Raz's turn.


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Monster 2
    Spoiler:
    Dire Rat
    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 3
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Monster 4
    Spoiler:
    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.

    Monster 5
    Spoiler:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Barrier 2
    Spoiler:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Barrier 3
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Barrier 4
    Spoiler:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

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

    Barrier 5
    Spoiler:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Random Weapons:
    Weapon 1
    Spoiler:
    Cleaving Battleaxe
    Weapon 2

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    Weapon 2
    Spoiler:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

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

    Weapon 3
    Spoiler:
    Scythe
    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 4
    Spoiler:
    Light Crossbow
    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 5
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Phantasmal Minion
    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 2
    Spoiler:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

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

    Spell 3
    Spoiler:
    Dimensional Jump
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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

    Spell 4
    Spoiler:
    Lightning Touch
    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 5
    Spoiler:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 2
    Spoiler:
    Spiked Breastplate
    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 3
    Spoiler:
    Studded Leather Armor
    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 4
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 5
    Spoiler:
    Chain Shirt
    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.

    Random Items:
    Item 1
    Spoiler:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Item 2
    Spoiler:
    Elixir Of Focus
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    8

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

    Item 3
    Spoiler:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Item 4
    Spoiler:
    Antiplague
    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 5
    Spoiler:
    Holy Water
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Dog
    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 2
    Spoiler:
    Harrower
    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 3
    Spoiler:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

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

    Ally 4
    Spoiler:
    Sage
    Ally 0

    Traits
    Human
    Arcanist

    Check
    Charisma
    Diplomacy
    Knowledge
    4

    Powers
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

    Ally 5
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 3
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessing 4
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Blessing 5
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Turn: 21 Feiya/Katlyn99

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

    Top Blessing:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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


    Blessings Remaining: 9
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 22 Heggal)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 2 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 3 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 5 (Turn 26 Feiya)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 6 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 7 (Turn 28 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 8 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 9 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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
    Notes:

    Ossuary
    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:

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

    Graveyard Card 1:
    Sling
    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.

    Graveyard Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 3:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 4:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Graveyard Card 5:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Slaughterhouse
    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

    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


  • Deck Handler for Feiya

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

    Explore: Sling
    Dexterity 3: 1d4 ⇒ 3
    Sling acquired

    Cast Locate Object
    Encounter: Magic Chain Shirt
    Auto fail

    Discard The Lost to explore.
    Random card: 1d3 ⇒ 3
    Explore: Magic Spiked Breastplate
    Auto fail

    Only cards left at the Graveyard are the Thug and the Brawl. Feiya will recharge cards for all remaining combat or barrier checks (as long as she is able).

    Feiya ends her turn.

    Feiya attempts to recover all cards in her Recovery pile.
    Locate Object 1: Arcane 8: 1d12 + 4 ⇒ (8) + 4 = 12 -> Locate Object 1 recharged.

    Feiya resets her hand.
    Discard sling and Fiery Glare.

    Feiya wrote:

    Hand: Pyrotechnic Blast 1, Enervation 1, The Forge 1, Leech (loot) 1, Blessing of Pharasma (#1) 0, Blessing of Pharasma (#0) 0,

    Displayed:
    Deck: 6 Discard: 4 Buried: 0
    Current Location: Graveyard
    Hero Points: 1/2
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my blessings. Enervation reduces combat checks by 2d4. Steal Book allows me to auto Acquire a spell or book. Viper Strike can add 1d12 and the Attack, Margic, and Poison traits to a local combat check. Fox adds a d4 to a local Int or Wis check. Cat recharges to add d4 to a local check against a spell
    Movement: Put me wherever I'm the most useful if my location closes.
    Other: When a local character attempts a check to acquire a spell or a check to defeat a monster/barrier, I can recharge a card to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged card, if any.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Life Drain (Core #1) 1, Blessing of the Elements 0, Ring of Protection (loot) 2, Fox (Core) 1, Staff of Minor Healing 1, Locate Object 1,
    Discard Pile: Life Drain (Core #0) 1, The Lost 1, Sling 0, Fiery Glare (Core) 0,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    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.


    During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2A: Mortuary Mischief

  • Harrow Suit: Stars

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose an Undead story bane.
  • Villain: None
  • Closing Henchmen: Thugs-Proxy A

    SETUP:

  • When you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl-Proxy B into each location.

    DURING THIS SCENARIO:

  • When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat.
  • When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded.
    Brawl:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Monster 2
    Spoiler:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Monster 3
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Monster 4
    Spoiler:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Monster 5
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Barrier 2
    Spoiler:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Barrier 3
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Barrier 4
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

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

    Barrier 5
    Spoiler:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Longbow
    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 2
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Weapon 3
    Spoiler:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Starknife
    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 5
    Spoiler:
    Heavy Crossbow
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Locate Object
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spell 2
    Spoiler:
    Acid Arrow
    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 3
    Spoiler:
    Detect Magic
    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 4
    Spoiler:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.

    Spell 5
    Spoiler:
    Viper Strike
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Breastplate
    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 2
    Spoiler:
    Klar
    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 3
    Spoiler:
    Glamered Leather Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    7

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

    Armor 4
    Spoiler:
    Hide Armor
    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.

    Armor 5
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Random Items:
    Item 1
    Spoiler:
    Horn Of Blasting
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

    Item 2
    Spoiler:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

    Item 3
    Spoiler:
    Compass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Survival
    4

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

    Item 4
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

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

    Item 5
    Spoiler:
    Spellbook
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Lookout
    Ally 0

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    Perception
    5

    Powers
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

    Ally 2
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Ally 3
    Spoiler:
    Frog
    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.

    Ally 4
    Spoiler:
    Cat
    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 5
    Spoiler:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Random Blessings:
    Blessing 1
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 3
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessing 4
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Blessing 5
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 22 Heggal/WilderRedbeard

    Top of Blessing Discard Pile: The Demon’s Lantern - When this is the hour: On your check against a barrier, the difficulty is increased by 3.

    Top Blessing:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.


    Blessings Remaining: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 23 Damiel)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 2 (Turn 24 Raz)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 25 Zova)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 4 (Turn 26 Feiya)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 5 (Turn 27 Heggal)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 6 (Turn 28 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 7 (Turn 29 Raz)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 8 (Turn 30 Zova)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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
    Notes:

    Ossuary
    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:

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

    Graveyard Card 1:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Graveyard Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Slaughterhouse
    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

    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


  • Heggal's Deck Handler

    Off turn actions:
    During Raz's turn, encounter Brawl.
    Melee 4+#=6: 1d8 + 2 ⇒ (4) + 2 = 6 success
    Then encounter another Brawl.
    Melee 4+#=6: 1d8 + 2 ⇒ (4) + 2 = 6 success
    Move to Graveyard when Blood Pool closes.

    The hour of The Demon's Lantern
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    Remain at Graveyard.

    An eerie light fills the graveyard. Heggal, feeling battered from fisticuffs, rejoins the group as they corner the final thug.

    Explore:

    Thug:
    Story Bane Monster 0
    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Zova's Cloud Puff ignores BA power and recharges BotGreenFaith to bless. Feiya recharges a card to reduce difficulty by 2.
    Diplomacy 7+#-2=7: 2d10 + 2 ⇒ (4, 3) + 2 = 9 defeated
    Banish remaining cards in location due to scenario power then summon and encounter Zombie Minions to attempt to close.
    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.

    Raz recharges BotSamurai. Feiya sends Enervation to recovery to reduce difficulty.
    Difficulty reduced by: 2d4 ⇒ (2, 4) = 6
    Combat 9-6=3: 2d8 + 2 ⇒ (8, 3) + 2 = 13 success
    Feiya takes 2nd combat check. Heggal discards BoPharasma to double bless. Damiel recharges an Alchemical Item to add 1d4.
    Combat 11+#=13: 3d8 + 3 + 3d4 ⇒ (5, 7, 8) + 3 + (4, 2, 4) = 33 defeated

    As the last of the thugs comes into view, Zova crushes the cap of a fungus and allows the spores to fill the air, buying the group time to reason with the unsavoury character.
    "There's no need for this to come to blows," Heggal starts, weary of the fighting. But before he can continue, the grunting, shambling thug emerges from the cloud, a zombie with a horde of brethren in tow. Realizing the time for diplomacy has past, the group cut down the unyielding horde.

    The final location is closed and we win!


    DEVELOPMENT:
    Not long after the first punch was thrown, the fight took on an ebb and flow of movement that slowly roiled out toward the main street. What began as a show of bravado and intimidation swiftly became a near jovial occasion as the street toughs realized you could match them blow for blow.

    “Just what the physick ordered! How about another—what is that?”

    The wild grin on the tattooed man’s face melts to terror as he backs away and raises an arm, pointing behind you and up the road. You hear a rapidly approaching clatter of ironclad wheels and steel-plated hooves on cobblestone. As you turn your head, you see a massive black wagon pulled by four undead steeds. The street toughs turn heel and run; you’re quick to follow their lead.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Loot: the blessings Our Lord in Iron and The Prince of Pain.
    Our Lord In Iron:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

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

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

    The Prince Of Pain:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    ACQUIRED CARDS:
    Weapon 0 Quarterstaff
    Weapon 0 Sling
    Spell 0 Frozen Touch
    Item 1 Smoke Bomb
    Item 2 White War Paint
    Ally 1 Gentleman Explorer
    Ally 0 Soldier
    Blessing 0 Prayer
    Blessing 1 The Forge
    Blessing 1 The Rabbit Prince


  • 7-2B: A Day at the Races
    The relief that you took the time earlier to secure your gear is immeasurable in the moment. There is no time to think as you follow the street toughs down the main road deeper into the Warrens, pursued by the thunderous patter of hoofbeats.

    Between quick glances over your shoulder, you put together a better idea of exactly what is careening down the cobblestone path after you. The steeds themselves are recently undead, the skin only just beginning to tear and give sight to the straining muscles beneath. Milky eyes roll and toss within the horse’s skulls, and sparks occasionally cast off from their shoed hooves as they crash into the stone below. Each horse wears a fine leather bridle inset with a control amulet; these failed amulets are dull and barely shine in the moonlight. The reins are held bundled up by the tiny grasping hand of a zombie gnome complete with top hat, finely fashioned cape, and what appears to be a false beard. Inset in the black wood of the cart behind the gnome are malachite letters proudly displaying “Dovzar’s Curios and Curiosities.”

    The cart bounces off shanty walls as it is yanked down the street, drawers slinging wildly in and out of the sides. It appears that the merchant had an unfortunate run-in with Horus’s capricious control amulets. What matters now is escaping the runaway wheeled death machine, a task easier said than done. The doors and windows along the empty street are shuttered tight in the wait for morning, and at full sprint, small side alleys flash by before you can see them and change course. For better or worse, you are gaining on the street toughs from moments before, though they seem entirely preoccupied with running.

    As you overtake the leader, you lock eyes in a brief but intense moment of shared fear, cut short by a rogue cobblestone jutting upward that catches his toe and sends him under the hooves. With the rest of the brawlers following suit, you steel your nerves and catch your second wind. The chase is just beginning.

    LOCATIONS:
    1-Storehouse
    1-Abandoned Shacks
    1-Mountain
    2-Bridge
    3-Cliff
    4-Dungeons
    5-Tenement
    6-Alley

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Undeath on Wheels-Proxy A

    SETUP:

  • When building the locations, build small locations and shuffle an additional barrier into each. After creating the hourglass, display 2 markers next to it.
  • Characters start at the Abandoned Shacks.

    DURING THIS SCENARIO:

  • You may move only when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
  • At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undead on Wheels.
  • Once per turn, when a barrier is defeated, display a marker next to the hourglass.


  • During This Adventure: 7-2: Warrens Above, Warrens Below
    Story Banes | Scourges | Loot

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0). (Adventure 1 reward)

    During This Scenario: 7-2B: A Day at the Races

  • Harrow Suit: Shields

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Undeath on Wheels-Proxy A

    SETUP:

  • When building the locations, build small locations and shuffle an additional barrier into each. After creating the hourglass, display 2 markers next to it.
  • Characters start at the Abandoned Shacks.

    DURING THIS SCENARIO:

  • You may move only when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
  • At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undead on Wheels.
  • Once per turn, when a barrier is defeated, display a marker next to the hourglass.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Quivering Cube
    Monster 2

    Traits
    Ooze
    Obstacle

    Check
    Combat
    12
    OR
    Craft
    9

    Powers
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    Monster 2
    Spoiler:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Monster 3
    Spoiler:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

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

    Monster 4
    Spoiler:
    Dire Rat
    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 5
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, discard a random ally; the difficulty is increased by its level.

    Random Barriers:
    Barrier 1
    Spoiler:
    Flanking Attack
    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.

    Barrier 2
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Barrier 3
    Spoiler:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

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

    Barrier 4
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Barrier 5
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Mace
    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.

    Weapon 2
    Spoiler:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Weapon 3
    Spoiler:
    Warhammer
    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.

    Weapon 4
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

    Weapon 5
    Spoiler:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Divine Insight
    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 2
    Spoiler:
    Sonic Blast
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

    Spell 3
    Spoiler:
    Infernal Healing
    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 4
    Spoiler:
    Levitate
    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.

    Spell 5
    Spoiler:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 2
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Armor 3
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 4
    Spoiler:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 5
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Random Items:
    Item 1
    Spoiler:
    Boots Of Friendly Terrain
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Item 2
    Spoiler:
    Flame Staff
    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 3
    Spoiler:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Item 4
    Spoiler:
    Spyglass
    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.

    Item 5
    Spoiler:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Random Allies:
    Ally 1
    Spoiler:
    Teamster
    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.

    Ally 2
    Spoiler:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Ally 3
    Spoiler:
    Bat
    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 4
    Spoiler:
    Spider
    Ally 0

    Traits
    Vermin

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

    Ally 5
    Spoiler:
    Troubadour
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessing 4
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessing 5
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 1 Damiel/magi210

    Top of Blessing Discard Pile: Erastil’s Eye - When this is the hour: If you are at a Wild location, you may discard a card to explore.

    Top Blessing:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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


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

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 2 (Turn 3 Zova)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 3 (Turn 4 Feiya)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 5 Heggal)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 6 Damiel)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 6 (Turn 7 Raz)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Blessings Deck Card 7 (Turn 8 Zova)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

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

    Blessings Deck Card 8 (Turn 9 Feiya)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 10 Heggal)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 11 Damiel)
    Spoiler:
    The Locksmith
    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.

    Blessings Deck Card 11 (Turn 12 Raz)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 13 Zova)
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Blessings Deck Card 13 (Turn 14 Feiya)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 14 (Turn 15 Heggal)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 15 (Turn 16 Damiel)
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessings Deck Card 16 (Turn 17 Raz)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 17 (Turn 18 Zova)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 18 (Turn 19 Feiya)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

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

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 20 (Turn 21 Damiel)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 21 (Turn 22 Raz)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 22 (Turn 23 Zova)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

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

    Blessings Deck Card 23 (Turn 24 Feiya)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

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

    Blessings Deck Card 24 (Turn 25 Heggal)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessings Deck Card 25 (Turn 26 Damiel)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessings Deck Card 26 (Turn 27 Raz)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessings Deck Card 27 (Turn 28 Zova)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 28 (Turn 29 Feiya)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 29 (Turn 30 Heggal)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Storehouse(S)
    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:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1

    Storehouse(S) Card 1:
    Light Shield
    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.

    Storehouse(S) Card 2:
    Undeath on Wheels
    Story Bane Barrier 2

    Traits
    Undead
    Skirmish

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    7

    Powers
    Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
    If defeated, shuffle this barrier into its location.
    If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

    Storehouse(S) Card 3:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

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

    Storehouse(S) Card 4:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Storehouse(S) Card 5:
    Codex
    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.

    Storehouse(S) Card 6:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Storehouse(S) Card 7:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Storehouse(S) Card 8:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Abandoned Shacks(S)
    Traits: Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: everybody

    Abandoned Shacks(S) Card 1:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Abandoned Shacks(S) Card 2:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Abandoned Shacks(S) Card 3:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

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

    Abandoned Shacks(S) Card 4:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Abandoned Shacks(S) Card 5:
    Elixir Of Healing
    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.

    Abandoned Shacks(S) Card 6:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Abandoned Shacks(S) Card 7:
    Undeath on Wheels
    Story Bane Barrier 2

    Traits
    Undead
    Skirmish

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    7

    Powers
    Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
    If defeated, shuffle this barrier into its location.
    If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

    Abandoned Shacks(S) Card 8:
    Spider Swarm
    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.

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

    Mountain(S) Card 1:
    Pit Trap
    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.

    Mountain(S) Card 2:
    Undeath on Wheels
    Story Bane Barrier 2

    Traits
    Undead
    Skirmish

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    7

    Powers
    Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
    If defeated, shuffle this barrier into its location.
    If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

    Mountain(S) Card 3:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Mountain(S) Card 4:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

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

    Mountain(S) Card 5:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Mountain(S) Card 6:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Mountain(S) Card 7:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Mountain(S) Card 8:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

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

    Bridge(S)
    Traits: Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1

    Bridge(S) Card 1:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Bridge(S) Card 2:
    Fiery Glare
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    7

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Bridge(S) Card 3:
    Cryptic Message
    Barrier 2

    Traits
    Cache

    Check
    Intelligence
    Knowledge
    10

    Powers
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Bridge(S) Card 4:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Bridge(S) Card 5:
    Undeath on Wheels
    Story Bane Barrier 2

    Traits
    Undead
    Skirmish

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    7

    Powers
    Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
    If defeated, shuffle this barrier into its location.
    If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

    Bridge(S) Card 6:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Bridge(S) Card 7:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Bridge(S) Card 8:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

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

    Cliff(S) Card 1:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

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

    Cliff(S) Card 2:
    Wolf Pack
    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.

    Cliff(S) Card 3:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

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

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

    Cliff(S) Card 4:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

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

    Cliff(S) Card 5:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Cliff(S) Card 6:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Cliff(S) Card 7:
    Undeath on Wheels
    Story Bane Barrier 2

    Traits
    Undead
    Skirmish

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    7

    Powers
    Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
    If defeated, shuffle this barrier into its location.
    If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

    Cliff(S) Card 8:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Dungeons(S)
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1

    Dungeons(S) Card 1:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons(S) Card 2:
    Smoke Bomb
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character’s Stealth.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 9 check to recharge this card.

    Dungeons(S) Card 3:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Dungeons(S) Card 4:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Dungeons(S) Card 5:
    Shortsword
    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.

    Dungeons(S) Card 6:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Dungeons(S) Card 7:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Dungeons(S) Card 8:
    Undeath on Wheels
    Story Bane Barrier 2

    Traits
    Undead
    Skirmish

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    7

    Powers
    Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
    If defeated, shuffle this barrier into its location.
    If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

    Tenement(S)
    Traits: Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M:1 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Tenement(S) Card 1:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Tenement(S) Card 2:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Tenement(S) Card 3:
    Cat
    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.

    Tenement(S) Card 4:
    Undeath on Wheels
    Story Bane Barrier 2

    Traits
    Undead
    Skirmish

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    7

    Powers
    Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
    If defeated, shuffle this barrier into its location.
    If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

    Tenement(S) Card 5:
    Secret Stockpile
    Barrier 2

    Traits
    Cache
    Lock

    Check
    Dexterity
    Disable
    9
    OR
    Wisdom
    Perception
    11

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

    Tenement(S) Card 6:
    Dire Badger
    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.

    Tenement(S) Card 7:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Tenement(S) Card 8:
    Humanbane Rapier
    Weapon 2

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    11

    Powers
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.


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

    Starting at Abandoned Shacks, as required.

    Discarding The Eclipse harrow into discard.

    Zova wrote:

    Hand: B of Green Faith 2, B of Green Faith 1, Shield of Resistance, Aspect of the Hawk, Ladyspice (Gecko), Aspect of the Mouse, Cloud Puff, Angelstep, Wintervine,

    Displayed:
    Deck: 7 Discard: 1 Buried: 0
    Hero Points: 1

    Skills and Powers:
    SKILLS

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

    Favored Card: Card with Animal trait
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armors
    POWERS:
    When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([X] or 1 or 9).
    When you would banish a spell 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

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