ACG - Damiel
|
Starting at the Abandoned Shacks
"
Hand: Deathbane Light Crossbow, Alchemist's Fire, Noxious Bomb (Core), Corrosive Dagger +1, Blessing of the Elements 1,
Displayed:
Current Location: LaboratoryDeck: 11 Discard: 0 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Blood Pool if my location closes.
Other: Shirt reroll used: Y
Middle of Deck (Unknown Order): Embalming Fluid, Burglar's Bracers, Giant Slug, Laboratory Coat, Armored Coat (Core), Blessing of Erastil, Blessing of the Elements 2, Acid Flask (Core), Elixir of Healing (Core), The Winged Serpent, Tinker
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Ranged: Dex +2
Disable: Int +1
Craft: Int +2
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([] then you may draw a card).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.
You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
"
| Raz - Gimry |
"Quick! Into the abandoned shack everyone! Behind the chainsaws. Ignore the running car!"
"
Hand: Earthbreaker (Core), Lance +1, Lance, Black Spire( Riding Horse), Our Lord In Iron,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Abandoned Shacks
Hero Points: 2
NOTES:
Available Support: Pawbringer available to take combats at other locations
Other: Dice Re-Roll Used for 7-2B?: N
Middle of Deck (Unknown Order): Eagle Knight Dress Uniform, Kikko Armor, Camela (Camel), Champion's Do-Maru, Duke of Tozus (Retriever), Longsword (Core), Blessing of the Samurai(2), Big John (Riding Horse), Blessing of the Samurai(3), Soul Shard, Pawbringer X (Retriever)
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
- Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Diplomacy: Charisma + 2
Favored Card: Ally
Hand Size: 4 ☑ 5
Proficiencies:
Weapons Armors
POWERS:
On your check, you may discard the top card of your deck to add 1d6 (☐+1). If it is a Mount card, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
When a distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
| Feiya - Katlyn99 |
Replace Blessing of the elements with The Prince of Pain (unless someone else wanted it).
Discard The Trumpet (harrow!!!!!).
"
Hand: Life Drain (Core #0) 1, Lightning Touch (Core) 0, Blessing of Pharasma (#0) 0, Fiery Glare (Core) 0, Ring of Protection (loot) 2, Fox (Core) 1,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1/1
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.
Middle of Deck (Unknown Order): The Lost 1, Locate Object 1, Crow (Core) 1, Staff of Minor Healing 1, Enervation 1, Life Drain (Core #1) 1, Leech (loot) 1, Pyrotechnic Blast 1, Blessing of Pharasma (#1) 0, Blessing of the Elements 0
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Intelligence +3
Craft: Intelligence +3
Knowledge: Intelligence +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
None
POWERS:
When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
ACG - Damiel
|
Turn 1: Erastil’s Eye
When this is the hour: If you are at a Wild location, you may discard a card to explore.
Remove marker from hourglass.
Free Explore: Locked Door (Disable 8)
Reveal Noxious Bomb to add 2d6.
Disable 8: 1d10 + 2 + 2d6 ⇒ (5) + 2 + (3, 3) = 13 -> Defeated. Add marker to Hourglass.
Explore from Locked door: Magic Full Plate (Con 11)
Discard Blessing of the Elements to bless.
Con 11: 1d8 + 1d8 ⇒ (3) + (6) = 9 -> Fail, discarded.
End turn, reset hand.
"
Hand: Deathbane Light Crossbow, Alchemist's Fire, Noxious Bomb (Core), Corrosive Dagger +1, The Winged Serpent,
Displayed:
Current Location: LaboratoryDeck: 10 Discard: 1 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [] if my location closes.
Other: Shirt reroll used: N
Middle of Deck (Unknown Order): Acid Flask (Core), Blessing of Erastil, Laboratory Coat, Armored Coat (Core), Burglar's Bracers, Elixir of Healing (Core), Blessing of the Elements 2, Giant Slug, Tinker, Embalming Fluid
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Ranged: Dex +2
Disable: Int +1
Craft: Int +2
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([] then you may draw a card).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.
You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
"
| Raz - Gimry |
========================
Raz starts her turn.
Hour: The Vision
Hour Power:At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Location: Abandoned Shacks
Location Power: Characters may not play allies.
Scenario Powers: You may move only when your location is closed, and you may only move to the next location on the scenario list.
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.
Remove 1 Marker from the hourglass. 1 Remaining
The Hour lets me examine the top of the location.
As I enter the shacks, I receive a vision of a nearby 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.
Constitution 8: 1d6 + 1d6 + 1d6 ⇒ (4) + (5) + (3) = 12
Constitution - 1d6
Divine Aid - 1d6
Blessed - 1d6
Discard Soul Shard for Divine Aid
Use Zova's Green Faith to bless
Fighting through the Stench of the Ghoul Bat, Black Spire and I charge at the Bat.
Combat (Melee) 12: 1d8 + 2 + 1d8 + 1 + 1d8 + 1 + 1d8 ⇒ (7) + 2 + (4) + 1 + (5) + 1 + (4) = 24
Combat (Melee) - 1d8+2
Lance +1 - 1d8+1
Lance+1 (Mount First Combat) - 1d8+1
Blessed - 1d8
Recharge Lord in Iron to bless
Our strike is true as always.
"
Hand: Earthbreaker (Core), Lance +1, Lance, Black Spire( Riding Horse),
Displayed: Kikko Armor,
Deck: 10 Discard: 1 Buried: 0
Current Location: Abandoned Shacks
Hero Points: 2
NOTES:
Other: Dice Re-Roll Used for 7-2B?: N
Middle of Deck (Unknown Order): Pawbringer X (Retriever), Longsword (Core), Eagle Knight Dress Uniform, Duke of Tozus (Retriever), Big John (Riding Horse), Champion's Do-Maru, Blessing of the Samurai(2), Camela (Camel), Blessing of the Samurai(3)
Recharged: Our Lord In Iron,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
- Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Diplomacy: Charisma + 2
Favored Card: Ally
Hand Size: 4 ☑ 5
Proficiencies:
Weapons Armors
POWERS:
On your check, you may discard the top card of your deck to add 1d6 (☐+1). If it is a Mount card, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
When a distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
End of Turn Summary
Banished Card 3 from the Abandoned Shacks
Draw Kikko Armor and Display at the start of Zovas turn
| wkover - Zova |
Out of turn: Recharging BoGF2 for Raz.
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.
SOT: Remove a Marker. Markers remaining: 0.
Explore, encounter Razor Snare.
Dex 7 (6+1 from hour) w/ recharged Mouse aspect: 1d8 + 1d8 + 4 ⇒ (5) + (7) + 4 = 16 - barrier defeated, marker added
Chasing the gnome-driven cart of mystic delights is running the group ragged. Zova shrinks to mousier proportions to duck a stray knot of barbed wire.
Reveal 3 plants for hand size +3.
Hand: Shortygator (Caiman), B of Green Faith 1, Shield of Resistance, Aspect of the Hawk, Ladyspice (Gecko), Dimples (Wolverine), Cloud Puff, Angelstep, Wintervine, B of Milani, Sneakers the pre-Core Fox, Aspect of the Frog,
Displayed:
Deck: 4 Discard: 1 Buried: 0
Hero Points: 2
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
Card 4 of shack banished. # of Markers remaining: 1.
| BR Mork |
During This Adventure: 7-2: Warrens Above, Warrens Below
Story Banes | Scourges | Loot
During This Scenario: 7-2B: A Day at the Races
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hourglass markers: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Monster 2
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 1
Traits
Aberration
Check
Combat
10
Powers
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Monster 1
Traits
Outsider
Demon
Check
Combat
8
OR
Arcane
Knowledge
6
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Monster 1
Traits
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.
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 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Barrier 1
Traits
Lock
Check
Strength
5
OR
Disable
3
Powers
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Barrier 2
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Disable
8+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
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 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 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.
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.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
7
Powers
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 1
Traits
Magic
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 0
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 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 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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
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 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 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.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Item 0
Traits
Tool
Check
Strength
Melee
3
Powers
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
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 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
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.
Ally 0
Traits
Human
Arcanist
Harrow
Check
Charisma
Diplomacy
6
Powers
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
Ally 0
Traits
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.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
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 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Turn: 4 Feiya/Katlyn99
Top of Blessing Discard Pile: Incitation - When this is the hour: No effect.
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: 26
Blessings Deck
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Survival
4+#
Powers
WHEN THIS IS THE HOUR
The difficulty of your non-combat check against a bane is increased by 3.
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 2
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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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
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.
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.
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.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 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.
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 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.
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:1 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: everybody
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.
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.
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.
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
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.
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.
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.
Monster 1
Traits
Construct
Check
Combat
12
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
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.
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.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Barrier 1
Traits
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
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.
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.
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Barrier 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.
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.
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.
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.
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
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.
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Monster 1
Traits
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.
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.
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.
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.
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.
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
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.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character’s Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Weapon 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.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
| Heggal - WilderRedbeard |
Sacred Candle in for Holy Symbol.
Start at Abandoned Shacks with everyone.
Hand: Find Traps, Magic Chain Mail, Serge the Surgeon, Acolyte, Blessing of Cayden Cailean,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Abandoned Shacks
Hero Points (Available): 2
NOTES:
Available Support: Find Traps & Blessing available.
Other: Dice Re-Roll Used for 7-2B?: N
Middle of Deck (Unknown Order): Slim (Bodyguard), Viper Strike, Cure, Mace, Blessing of Pharasma, Holy Light, Pharasma's Knowing, Mervin the Merchant, Sacred Candle, Soul Shard, Morningstar +1, Social Climber
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1) to your check.
| Feiya - Katlyn99 |
OFF-TURN ACTIONS: Damiels turn - recharge lightning touch, Razs turn - recharge fiery glare, Zovas turn - recharge fox
Hourglass Discard: Incitation - When this is the hour: No effect.
Start of Turn: Remove a marker. 0 markers remaining.
Explore: Elixir Of Healing
Auto acquired Elixir of Healing
Discard Blessing of Pharasma to explore.
Explore: Seeking Shortbow
Auto fail. Seeking Shortbow banished.
Attempting to escape the runaway carriage, Feiya joins her party in ducking into an Abandoned Shack. She mutters under her breath and cackles in delight as she hexes some bats. Spying a glint of sun on a dusty bottle, she quickly grabs it and pockets a healing elixir. Since she doesn't use bows though, she fails to notice a very nice looking shortbow hidden in the corner.
"
Hand: Life Drain (Core #0) 1, Ring of Protection (loot) 2, Elixir Of Healing 0, Blessing of Pharasma (#1) 0, Crow (Core) 1, Locate Object 1,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1/1
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 2 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Pyrotechnic Blast 1, Staff of Minor Healing 1, Life Drain (Core #1) 1, The Lost 1, Leech (loot) 1, Enervation 1, The Prince of Pain (loot)
Recharged: Lightning Touch (Core) 0, Fiery Glare (Core) 0, Fox (Core) 1,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Intelligence +3
Craft: Intelligence +3
Knowledge: Intelligence +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
None
POWERS:
When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| Heggal - WilderRedbeard |
The hour of Nethys' Duality
When this is the hour: On your check against a spell, add 1d4.
Start of turn, no markers to banish. Summon and encounter:
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.
Reveal Ally to add 1d4+1, discard BoCaydenCailean to double bless.
Constitution 7: 3d6 + 1d4 + 1 ⇒ (5, 6, 6) + (1) + 1 = 19 defeated - marker added
Remain at Abandoned Shacks.
Heggal pounds the cobblestone as fast as his short legs will carry him. But not quite fast enough. At the last moment he turtles into a ball and the horse hooves and cart wheels bump over his chain clad torso. A few coughs and sputters later, he's back on his feet and ducking down an alley to catch up with the group.
Display Magic Chain Mail.
Explore:
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.
BA power damage to random character (1=Heggal in turn order): 1d5 ⇒ 2 Damiel needs to succeed at a Dex/Con/Acro/Fort 5 check or suffer 1d4 Combat damage.
Reveal Ally to add 1d4+1, Recharge Zova's BotGreenFaith to add a die.
Constitution 7: 2d6 + 1d4 + 1 ⇒ (6, 3) + (3) + 1 = 13 defeated
As he dusts himself off, Heggal realizes that the clatter of hoof beats is getting louder instead of softer. He looks up in time to see the careening cart and is plowed to the side by the frantic kicking of horse legs.
Attempt to close location by summoning and encountering the danger (a random barrier):
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.
Diplomacy 8+#=10: 3d10 + 2 + 1d4 + 1 ⇒ (8, 10, 7) + 2 + (3) + 1 = 31 defeated
Abandoned Shacks closed. Per scenario power, everyone moves to Mountain.
Heggal can't seem to shake the vision of the horses, the cart and its zombie gnome driver. He reassures himself with a few encouraging words (and a swig or two from his flask) and calls the rest of the group to follow him away from the confined alleys of the abandoned shacks.
End turn.
Find Traps recovery - Divine 8: 1d10 + 2 + 1d4 + 1 ⇒ (3) + 2 + (3) + 1 = 9 recharged
Reset hand.
Hand: Sacred Candle, Serge the Surgeon, Acolyte, Pharasma's Knowing, Blessing of Pharasma,
Displayed: Magic Chain Mail,
Deck: 11 Discard: 0 Buried: 0
Current Location: Mountain
Hero Points (Available): 2
NOTES:
Available Support: Blessings available.
Other: Dice Re-Roll Used for 7-2B?: N
Middle of Deck (Unknown Order): Slim (Bodyguard), Blessing of Cayden Cailean, Morningstar +1, Cure, Holy Light, Social Climber, Mace, Mervin the Merchant, Soul Shard, Viper Strike
Recharged: Find Traps,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1) to your check.
At the start of Damiel's turn, reveal Surgeon to heal BoCaydenCailean, then recharge.
Hand: Sacred Candle, Acolyte, Pharasma's Knowing, Blessing of Pharasma,
Displayed: Magic Chain Mail,
Deck: 12 Discard: 0 Buried: 0
Current Location: Mountain
Hero Points (Available): 2
NOTES:
Available Support: Blessings available. Sacred Candle will be buried to grab a Blessing 2 from the top of the hourglass discards at a convenient time during the players turn.
Other: Dice Re-Roll Used for 7-2B?: N
ACG - Damiel
|
Off turn: Undeath on Wheels (Dex 5)
Reveal Alchemist Fire for 2d6.
Dex 5: 1d10 + 2d6 ⇒ (8) + (4, 4) = 16 -> Success.
Move to Mountain.
Turn 6: The Bear
WHEN THIS IS THE HOUR
On your Strength check, add 2.
SoT: Wisdom 6
Wisdom 6: 1d6 ⇒ 6 -> Success.
Free Explore: Pit Trap (Dex 6)
Reveal Alchemist fire to add 2d6.
Dex 6: 1d10 + 2d6 ⇒ (2) + (5, 5) = 12 -> Success. Add marker.
Explore from Pit trap: Undeath on Wheels
BYA 1:R 2:Z 3:F 4:H 5:D: 1d5 ⇒ 3 must perform check. -> Feiya must do a dex/acro/con/fort chck or suffer 1d4 damage.
Undeath on Wheels (Dex 7)
Reveal Alchemist fire to add 2d6.
Dex 7: 1d10 + 2d6 ⇒ (5) + (1, 3) = 9 -> Defeated.
Close Mountain: Bury top card (Acid flask)
End turn, reset hand.
"
Hand: Deathbane Light Crossbow, Alchemist's Fire, Noxious Bomb (Core), Corrosive Dagger +1, The Winged Serpent,
Displayed:
Current Location: LaboratoryDeck: 9 Discard: 1 Buried: 1
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [] if my location closes.
Other: Shirt reroll used: N
Middle of Deck (Unknown Order): Armored Coat (Core), Burglar's Bracers, Laboratory Coat, Blessing of Erastil, Embalming Fluid, Tinker, Elixir of Healing (Core), Giant Slug, Blessing of the Elements 2
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Ranged: Dex +2
Disable: Int +1
Craft: Int +2
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([] then you may draw a card).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.
You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
"
| wkover - Zova |
Out of turn: Banish Cloud Puff and Recharge BoGF for Heggal.
Hand: Shortygator (Caiman), Shield of Resistance, Aspect of the Hawk, Ladyspice (Gecko), Dimples (Wolverine), Angelstep, Wintervine, B of Milani, Sneakers the pre-Core Fox, Aspect of the Frog,
Displayed:
Deck: 6 Discard: 1 Buried: 0
Hero Points: 2
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
| BR Mork |
During This Adventure: 7-2: Warrens Above, Warrens Below
Story Banes | Scourges | Loot
During This Scenario: 7-2B: A Day at the Races
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hourglass markers: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
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
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Monster 1
Traits
Undead
Shadow
Incorporeal
Check
Combat
13
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Monster 2
Traits
Outsider
Check
Combat
11
Powers
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
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
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 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 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.
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.
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 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 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 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
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 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 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 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 1
Traits
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.
Item 0
Traits
Liquid
Alchemical
Attack
Poison
Check
Intelligence
Craft
5
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
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 0
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
6
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 0
Traits
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.
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 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 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 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 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Turn: 7 Raz/Gimry
Top of Blessing Discard Pile: The Cyclone - When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
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 Remaining: 23
Blessings Deck
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 2
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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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
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.
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.
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.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 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.
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 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.
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)
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
Mountain(S)
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
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
Located here: everybody
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.
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.
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Barrier 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.
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.
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.
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.
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
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.
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Monster 1
Traits
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.
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.
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.
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.
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.
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
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.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character’s Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Weapon 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.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
| Raz - Gimry |
========================
Raz starts her turn.
Hour: The Cyclone
Hour Power:The difficulty of your non-combat check against a bane is increased by 3.
Location: Bridge
Location Power: Non-story banes cannot be evaded.
Scenario Powers: You may move only when your location is closed, and you may only move to the next location on the scenario list.
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.
Start of Turn remove 1 Hourglass Token. Zero Remaining
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.
As we approach the bridge, I hear a buzzing sound. Tis the sound of a flea, a harmless, little flea. I’ll take that flea and put that flea in a box, and then I’ll put that box inside of another box, and then I’ll mail that box to myself, and when it arrives .... MUAHAHAHA .... I’ll smash it with a hammer! It’s brilliant, brilliant, brilliant, I tell you! Genius, I say!
Combat (Melee) 8(10-2): 1d8 + 2 + 1d12 ⇒ (4) + 2 + (9) = 15
Combat (Melee) - 1d8+2
Earthbreaker (Core) - 1d12
Reload Earthbreaker to ignore the Flea AYA power.
Have Feiya Recharge a level 0 card
Hand: Earthbreaker (Core), Lance +1, Lance, Black Spire( Riding Horse), Duke of Tozus (Retriever),
Displayed: Kikko Armor,
Deck: 9 Discard: 1 Buried: 0
Current Location: Bridge
Hero Points: 2
NOTES:
Other: Dice Re-Roll Used for 7-2B?: N
Middle of Deck (Unknown Order): Big John (Riding Horse), Pawbringer X (Retriever), Blessing of the Samurai(2), Longsword (Core), Champion's Do-Maru, Camela (Camel), Eagle Knight Dress Uniform, Blessing of the Samurai(3)
Recharged: Our Lord In Iron,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
- Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Diplomacy: Charisma + 2
Favored Card: Ally
Hand Size: 4 ☑ 5
Proficiencies:
Weapons Armors
POWERS:
On your check, you may discard the top card of your deck to add 1d6 (☐+1). If it is a Mount card, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
When a distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
End of Turn Summary
Banished Card 1 from the Bridge
| wkover - Zova |
The Dance. WHEN THIS IS THE HOUR: When at least 3 types of boon are played on any check, a character may draw a card.
SOT, no markers left. So summon 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.
Who deals with BYA? (1=Zova): 1d5 ⇒ 3 - Heggal
Fort 7 w/ recharged Frog aspect: 1d8 + 1 + 1d8 + 4 ⇒ (2) + 1 + (6) + 4 = 13 - barrier defeated, marker added
Out of sight, the uncontrolled wagon circles the block - and the party barely managed to press themselves against the rails of a canal bridge to avoid being run down.
Explore Bridge, encounter Fiery Glare.
Wis 7: 1d8 + 1 ⇒ (8) + 1 = 9 - acquired
Discard Dimples, encounter Cryptic Message barrier. Auto-fail, barrier is banished.
An arcane sign burns into the shimmering air, but Zova is unable to discern its significance.
Discard Shorty, encounter Mob of Undead barrier.
Which undead story bane encountered?: 1d6 ⇒ 3 - Zombie Minion
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.
Display Aspect of the Hawk, which I'll use for both combat checks.
Combat 9 w/ aspect, added spice: 1d8 + 4 + 1d6 + 2 + 1d4 ⇒ (3) + 4 + (5) + 2 + (1) = 15
Combat 13 (11+2) w/ aspect, added spice, recharged fox: 1d8 + 1d6 + 2 + 1d8 + 4 + 1d4 ⇒ (3) + (2) + 2 + (4) + 4 + (3) = 18 - defeated, so barrier is defeated; can't add another marker, since only allowed once per turn
Cast Angelstep on self to heal. # of cards healed?: 1d4 + 1 ⇒ (1) + 1 = 2 - Dimples, The Eclipse
Hawk Aspect auto-recovers.
Surv 9 w/ banished Wintervine to recover angelstep: 1d8 + 1d8 + 4 ⇒ (7) + (4) + 4 = 15 - angelstep + wintervine both recharged
Discard Fiery Glare, reset hand.
Hand: Sneakers the pre-Core Fox, Aspect of the Mouse, Shield of Resistance, Cloud Puff, Ladyspice (Gecko), B of Green Faith 2, The Eclipse, Wendifisa Spear, B of Milani,
Displayed:
Deck: 7 Discard: 2 Buried: 0
Hero Points: 2
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
Heggal faces Undeath BYA. Markers remaining: 1. Cards 2-4 banished from Bridge.
| BR Mork |
During This Adventure: 7-2: Warrens Above, Warrens Below
Story Banes | Scourges | Loot
During This Scenario: 7-2B: A Day at the Races
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hourglass markers: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
Monster 2
Traits
Animal
Check
Combat
12
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Monster 2
Traits
Aberration
Trap
Check
Combat
15
OR
Wisdom
Perception
9
Powers
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Monster 2
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
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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 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 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Barrier 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 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.
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character’s combat check, freely reload to add 1d4+1.
Weapon 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 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.
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 0
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
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 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 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
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 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 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Item 0
Traits
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 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Arcane
Craft
9
Powers
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Ally 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 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
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 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Deity: 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.
Turn: 9 Feiya/Katlyn99
Top of Blessing Discard Pile: Sarenrae’s Light - When this is the hour: When you heal, you may heal an additional card.
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 Remaining: 21
Blessings Deck
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 2
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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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
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.
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.
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.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 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.
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 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.
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)
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
Mountain(S)
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
Bridge(S)
Traits: Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: everybody
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.
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.
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.
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
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.
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Monster 1
Traits
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.
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.
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.
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.
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.
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
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.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character’s Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Weapon 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.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
| Heggal - WilderRedbeard |
Off turn actions:
Move to Bridge when Mountain closes.
During Zova's turn, BA check for Undeath on Wheels. Reveal Ally to add 1d4+1
Constitution 5: 1d6 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6 success
Once again Heggal finds himself lying facedown on the cobblestone with horshoe prints and cart tracks on his chain mail. "This shirt seems nearly impervious! But let's not test it out any more..." He mutters to himself as he twists the top off his flask.
Hand: Sacred Candle, Acolyte, Pharasma's Knowing, Blessing of Pharasma,
Displayed: Magic Chain Mail,
Deck: 12 Discard: 0 Buried: 0
Current Location: Bridge
Hero Points (Available): 2
NOTES:
Available Support: Blessings available. Sacred Candle will be buried to grab a Blessing 2 or a Harrow blessing that matches the scenario suit from the top of the hourglass discards at a convenient time during the players turn.
Other: Dice Re-Roll Used for 7-2B?: N
| Feiya - Katlyn99 |
OFF-TURN ACTIONS: Damiels turn - dex/acro/con/fort chck, Feiyas turn - recharge Elixir of healing
Discard Blessing of pharasma to bless
Constitution 5: 2d6 ⇒ (1, 4) = 5 Success
Top of Blessing Discard Pile: Sarenrae’s Light - When this is the hour: When you heal, you may heal an additional card.
Start of Turn: Remove marker. 0 remaining.
Explore: Undeath on Wheels
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage. (Damiel, Raz, Zova, Feiya, Heggal)
Random char: 1d5 ⇒ 1
Damiel takes the BYA on undeath on wheels
Recharge ring of protection
Constitution 7-4=3: 1d6 ⇒ 5
Undeath on wheels defeated. marker added to hourglass. Bury Crow to close bridge. Everyone moves to Cliff.
(bye bye Bridge. Till next time!)
Cast Locate Object
Encounter: Glorious Warhammer
Auto fail. Glorious Warhammer banished. Location shuffled.
As the party crosses the bridge, Feiya stumbles and the runaway carriage suddenly catches up to her. She mutters under her breath and the carriage wobbles precariously on the bridge, buying Feiya enough time to pick herself up and scurry after her friends toward safety. She casts Locate Object hoping to find something helpful but all she finds is a warhammer she doesn't have the strength to pick up. Cursing and winded, she continues following her friends.
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.
"
Hand: Life Drain (Core #0) 1, The Prince of Pain (loot) 3, Pyrotechnic Blast 1, The Lost 1, Enervation 1, Staff of Minor Healing 1,
Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 1/1
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 2 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Leech (loot) 1, Life Drain (Core #1) 1
Recharged: Lightning Touch (Core) 0, Fiery Glare (Core) 0, Fox (Core) 1, Elixir Of Healing 0, Ring of Protection (loot) 2, Locate Object 1,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Intelligence +3
Craft: Intelligence +3
Knowledge: Intelligence +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
None
POWERS:
When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
ACG - Damiel
|
Off turn: BYA check
Reveal alch fire for 2d6
Dex 5: 1d10 + 2d6 ⇒ (3) + (4, 3) = 10 -> Success
ACG - Damiel
|
Ignore previous, power does not apply to BYA.
Dex 5: 2d10 ⇒ (3, 1) = 4
Damage: 1d4 ⇒ 3
| wkover - Zova |
Out of turn: Recharging BoGF for Damiel.
Hand: Sneakers the pre-Core Fox, Aspect of the Mouse, Shield of Resistance, Cloud Puff, Ladyspice (Gecko), The Eclipse, Wendifisa Spear, B of Milani,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Hero Points: 2
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
ACG - Damiel
|
Off turn: Discard Wing serpent, Deathbane Light Crossbow, Alchemist fire for damage.
"
Hand: Noxious Bomb (Core), Corrosive Dagger +1,
Displayed:
Current Location: LaboratoryDeck: 9 Discard: 4 Buried: 1
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [] if my location closes.
Other: Shirt reroll used: N
Middle of Deck (Unknown Order): Embalming Fluid, Giant Slug, Blessing of the Elements 2, Tinker, Burglar's Bracers, Armored Coat (Core), Blessing of Erastil, Elixir of Healing (Core), Laboratory Coat
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Ranged: Dex +2
Disable: Int +1
Craft: Int +2
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([] then you may draw a card).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.
You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
"
| BR Mork |
During This Adventure: 7-2: Warrens Above, Warrens Below
Story Banes | Scourges | Loot
During This Scenario: 7-2B: A Day at the Races
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hourglass markers: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Monster 1
Traits
Vermin
Check
Combat
10
Powers
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Monster 2
Traits
Gargoyle
Check
Combat
15
Powers
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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 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.
Barrier 2
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 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 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Barrier 2
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.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
12
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 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 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 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 0
Traits
Sword
Melee
Slashing
Finesse
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 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Spell 2
Traits
Magic
Arcane
Attack
Undead
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 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 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.
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 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.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
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 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 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Item 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 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Item 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 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
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 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 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.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 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.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Turn: 10 Heggal/WilderRedbeard
Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Remaining: 20
Blessings Deck
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 2
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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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
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.
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.
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.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 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.
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 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.
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)
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
Mountain(S)
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
Bridge(S)
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
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:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: everybody
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Monster 1
Traits
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.
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.
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.
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.
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.
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
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.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character’s Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Weapon 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.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
| Heggal - WilderRedbeard |
Off turn actions: Move to Cliff when Bridge closes.
The hour: Sands of the Hour
When this is the hour: No effect.
Discard token - 0 tokens remaining.
Remain at Cliff.
Heggal's not a fan of heights.
Explore:
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.
Reveal Ally to add 1d4+1. Discard BoPharasma to bless.
Combat 11: 2d8 + 2 + 1d4 + 1 ⇒ (2, 4) + 2 + (1) + 1 = 10 Hero Point re-roll
Combat 11: 2d8 + 2 + 1d4 + 1 ⇒ (7, 6) + 2 + (2) + 1 = 18 defeated[/ooc]
A pack of wolves presses the group against the edge of the cliff. A few shouts and hurled stones seem to keep them at bay.
Discard Pharamsa's Knowing to draw 2 (Morningstar +1, Viper Strike), recharge 2 (Sacred Candle, Viper Strike) and explore:
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.
Combat 10+##-3=11: 1d8 + 2 + 1d8 + 1 + 1d4 + 1 ⇒ (4) + 2 + (1) + 1 + (1) + 1 = 10 Paizo re-roll the 2nd d8
Combat 10+##-3=11: 4 + 2 + 1d8 + 1 + 0 + 1 ⇒ 4 + 2 + (3) + 1 + 0 + 1 = 11 defeated
A mercenary blocks their path but Heggal's morningstar bashes him out of the way. He's not willing to take another beating from the cart.
End turn & reset hand.
Hand: Morningstar +1, Mace, Find Traps, Soul Shard, Acolyte,
Displayed: Magic Chain Mail,
Deck: 9 Discard: 2 Buried: 0
Current Location: Cliff
Hero Points (Available): 2
NOTES:
Other: Dice Re-Roll Used for 7-2B?: Y
Middle of Deck (Unknown Order): Social Climber, Slim (Bodyguard), Holy Light, Blessing of Cayden Cailean, Cure, Mervin the Merchant
Recharged: Serge the Surgeon, Sacred Candle, Viper Strike,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1) to your check.
| wkover - Zova |
Out of turn: Facing a BYA wolf.
Surv 6: 1d8 + 4 ⇒ (5) + 4 = 9 - wolf tamed and ridden into the sunset
ACG - Damiel
|
Turn 11: The Locksmith
When this is the Hour: On your check, you may recharge a card to replace all d4s with d8s.
No markers, so encounter Undeath on Wheels.
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage. (Raz, Zova, Feiya, Heggal, Damiel)
random: 1d5 ⇒ 5 -> I've going to use the cloudpuff to ignore the BYA
Undeath on Wheels: Dex 7
Feyia recharges a card to reduce by 3.
Reveal Noxious Bomb for 2d6.
Dex 4: 1d10 + 2d6 ⇒ (10) + (2, 2) = 14 -> 10 Success.
Free Explore: Invisible Wall (Perception 9)
Reveal Noxious Bomb to add 2d6.
Perception 9: 1d4 + 2d6 ⇒ (2) + (3, 1) = 6 -> Wall remains on top of location.
Forgot to change to d8.
Perception 9: 1d8 ⇒ 3 -> Still on top.
"
Hand: Burglar's Bracers, Blessing of Erastil, Noxious Bomb (Core), Corrosive Dagger +1, Elixir of Healing (Core),
Displayed:
Current Location: LaboratoryDeck: 6 Discard: 4 Buried: 1
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [] if my location closes.
Other: Shirt reroll used: N
Middle of Deck (Unknown Order): Laboratory Coat, Giant Slug, Blessing of the Elements 2, Tinker, Armored Coat (Core), Embalming Fluid
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Ranged: Dex +2
Disable: Int +1
Craft: Int +2
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([] then you may draw a card).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.
You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
"
At the start of Raz's turn, drink Elixir of Healing to heal: 1d4 + 1 ⇒ (3) + 1 = 4 -> Shuffle discards into deck.
Recover Craft 6: 1d10 + 3 + 1d8 ⇒ (8) + 3 + (7) = 18 -> Recharged.
| wkover - Zova |
Out of turn: Banishing/recharging Cloud Puff for Damiel.
Hand: Sneakers the pre-Core Fox, Aspect of the Mouse, Shield of Resistance, Ladyspice (Gecko), The Eclipse, Wendifisa Spear, B of Milani,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 2
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
| Raz - Gimry |
========================
Raz starts her turn.
Hour: Incitation
Hour Power:No effect.
Location: Cliff
Location Power: On your check, if any die shows a 1 or 2, count it as 0.
Scenario Powers: You may move only when your location is closed, and you may only move to the next location on the scenario list.
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.
Damiel Puts a Marker by the Hourglass, so I will remove that
Damiel somehow sees an Invisible Wall ahead and points it out to me. Spurring Duke Of Tosuz on, I grab my Earthbreaker and take a swing.
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.
Divine 6(9-3): 1d6 + 1 + 1d6 + 1d6 ⇒ (2) + 1 + (1) + (2) = 6
Divine - 1d6+1
Earthbreaker (Core) (Barrier) - 1d6
Divine Aid - 1d6
Have Feiya reduce difficulty by 3
Because of the Cliffs, that's a 1
Discard BotSamurai for Divine Aid
Hero Point that mess
Divine 6(9-3): 1d6 + 1 + 1d6 + 1d6 ⇒ (2) + 1 + (3) + (1) = 7
Divine - 1d6+1
Earthbreaker (Core) (Barrier) - 1d6
Divine Aid - 1d6
Because of the Cliffs, that's a 4....
Paizo Reroll a d6
Divine 6(9-3): 0 + 1 + 3 + 1d6 ⇒ 0 + 1 + 3 + (2) = 6
Because of the Cliffs, that's a 4....
OK. I give up
"
Hand: Lance +1, Lance, Pawbringer X (Retriever), Black Spire( Riding Horse), Duke of Tozus (Retriever),
Displayed: Kikko Armor,
Deck: 8 Discard: 2 Buried: 0
Current Location: Cliff
Hero Points: 1
NOTES:
Other: Dice Re-Roll Used for 7-2B?: N
Middle of Deck (Unknown Order): Big John (Riding Horse), Longsword (Core), Blessing of the Samurai(2), Champion's Do-Maru, Camela (Camel), Eagle Knight Dress Uniform
Recharged: Our Lord In Iron, Earthbreaker (Core),
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
- Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Diplomacy: Charisma + 2
Favored Card: Ally
Hand Size: 4 ☑ 5
Proficiencies:
Weapons Armors
POWERS:
On your check, you may discard the top card of your deck to add 1d6 (☐+1). If it is a Mount card, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
When a distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
| Feiya - Katlyn99 |
OFF-TURN ACTIONS: Heggals turn - recharge Enervation. Damiels turn - recharge Staff of Minor healing. Razs turn - recharge the prince of pain (this reduces by 5)
"
Hand: Life Drain (Core #0) 1, Pyrotechnic Blast 1, The Lost 1,
Displayed:
Deck: 11 Discard: 3 Buried: 1
Hero Points: 1/1
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 2 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Leech (loot) 1, Life Drain (Core #1) 1
Recharged: Lightning Touch (Core) 0, Fiery Glare (Core) 0, Fox (Core) 1, Elixir Of Healing 0, Ring of Protection (loot) 2, Locate Object 1, Enervation 1, Staff of Minor Healing 1, The Prince of Pain (loot) 3,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Intelligence +3
Craft: Intelligence +3
Knowledge: Intelligence +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
None
POWERS:
When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| Raz - Gimry |
RetConning my last turn. With the reduce by 5, then I succeed after the Hero Point Re-Roll without using my Paizo Re-roll and defeating the wall lets me go again.
Also defeating the Barrier adds a marker near the Hour
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.
Diplomacy 7: 1d10 + 3 ⇒ (4) + 3 = 7
Diplomacy - 1d10+3
Use Power to use Diplomacy to acquire Armor/Weapons/Items/Allies
Discard Black Spire to explore again
Encounter Gray Maiden Footsoldier, but we're not at a Wild Location so replace it
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Combat (Melee) 11: 1d8 + 2 + 1d8 + 1d6 + 1d8 + 1d6 ⇒ (2) + 2 + (1) + (1) + (4) + (5) = 15
Combat (Melee) - 1d8+2
Lance - 1d8
Discard - 1d6
Lance (Mount First Combat) - 1d8
Divine Aid - 1d6
Recharge Camela for Divine Aid
With the Cliffs, that's exactly 11
"
Hand: Lance +1, Longsword (Core), Pawbringer X (Retriever), Duke of Tozus (Retriever), Blessing of the Samurai(2),
Displayed: Kikko Armor, Magic Chain Shirt,
Deck: 6 Discard: 4 Buried: 0
Current Location: Cliff
Hero Points: 1
NOTES:
Other: Dice Re-Roll Used for 7-2B?: N
Middle of Deck (Unknown Order): Eagle Knight Dress Uniform, Champion's Do-Maru, Big John (Riding Horse)
Recharged: Our Lord In Iron, Earthbreaker (Core), Camela (Camel),
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
- Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Diplomacy: Charisma + 2
Favored Card: Ally
Hand Size: 4 ☑ 5
Proficiencies:
Weapons Armors
POWERS:
On your check, you may discard the top card of your deck to add 1d6 (☐+1). If it is a Mount card, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
When a distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
End of Turn Summary
Banished cards 3 and 5 from the Cliffs
Acquired card 2 from the Cliffs
| wkover - Zova |
Gozreh’s Growth. WHEN THIS IS THE HOUR: On your check against an Animal or Elemental card, add 1d4.
Remove a marker. # remaining: 0.
Explore Cliffs, encounter Undeath on Wheels.
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.
Who faces BYA? (1=Zova): 1d5 ⇒ 4 - Damiel
The go-go-go cart picks up its frenzied pace, damaging onlookers and the cityscape equally. The alchemist is clipped and spun about.
Asking Feiya to reduce check to defeat by 3.
Dex 4 w/ recharged Sneakers: 1d8 + 1d8 + 4 ⇒ (8) + (6) + 4 = 18
Marker added. Now to close.
Dex 8 (6+2) w/ recharged Mouse aspect, Milani: 1d8 + 1d8 + 4 + 2d8 ⇒ (5) + (2) + 4 + (7, 3) = 21 - pass with 19
Hand: Dimples (Wolverine), Aspect of the Frog, Shield of Resistance, Uncle Flappy (Bat), Ladyspice (Gecko), B of Green Faith 1, The Eclipse, Wendifisa Spear, Aspect of the Hawk,
Displayed:
Deck: 6 Discard: 3 Buried: 0
Hero Points: 2
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
Damiel faces Undeath BYA at Cliffs (so 1,2 = 0). Feiya recharges a card to reduce my check by 3. Marker added, total = 1. Everyone moves to Dungeons.
| BR Mork |
During This Adventure: 7-2: Warrens Above, Warrens Below
Story Banes | Scourges | Loot
During This Scenario: 7-2B: A Day at the Races
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hourglass markers: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Monster 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 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
Traits
Troll
Veteran
Check
Combat
8+##
THEN
Combat
10+##
Powers
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Barrier 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Barrier 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.
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
Traits
Polearm
Melee
Slashing
2-handed
Electricity
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
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 0
Traits
Staff
Melee
Bludgeoning
2-handed
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
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.
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
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
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
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 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 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 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
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 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Item 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 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.
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 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
5
Powers
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 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
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Turn: 14 Feiya/Katlyn99
Top of Blessing Discard Pile: Zon-kuthon’s Pain - When this is the hour: After discarding any number of cards as damage, draw a card.
Blessing 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessings Remaining: 16
Blessings Deck
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 2
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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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
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.
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.
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.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 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.
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 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.
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)
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
Mountain(S)
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
Bridge(S)
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
Cliff(S)
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dungeons(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
Located here: everybody
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.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character’s Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Weapon 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.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
ACG - Damiel
|
Off turn: BYA Undeath on Wheels (Dex 7)
Play Blessing of Erastil to bless.
Dex 7: 1d10 + 1d10 ⇒ (7) + (5) = 12 -> Success.
| Feiya - Katlyn99 |
OFF-TURN ACTIONS: [/bZovas turn - recharge pyrotechnic Blast
[b]Hourglass Discard: Zon-kuthon’s Pain - When this is the hour: After discarding any number of cards as damage, draw a card.
Feiya removes a marker. 0 markers remaining.
Explore: Orison
Wisdom 2: 1d6 ⇒ 4
Orison 0 acquired.
Discard Orison to explore.
Explore: Smoke Bomb
Craft 7: 1d12 + 4 ⇒ (5) + 4 = 9
Smoke Bomb 1 acquired.
Discard the Lost to explore.
Explore: Zombie
Recharge Smoke Bomb, play Life Drain
9+2+2-3+2=12: 1d12 + 4 + 2d4 + 1 ⇒ (7) + 4 + (2, 2) + 1 = 16
Success. Zombie banished.
Feiya is healed for 1: (Blessing of Pharasma (#0) 0). Deck shuffled.
Feiya ends her turn.
Feiya attempts to recover all cards in her Recovery pile.
Life Drain (Core #0) 1: Arcane 9: 1d12 + 4 ⇒ (6) + 4 = 10 -> Life Drain (Core #0) 1 recharged.
Feiya resets her hand.
"
Hand: Enervation 1, Smoke Bomb 1, Lightning Touch (Core) 0, Leech (loot) 1, Ring of Protection (loot) 2, The Prince of Pain (loot) 3,
Displayed:
Deck: 9 Discard: 4 Buried: 1
Hero Points: 1/1
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 2 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Pyrotechnic Blast 1, Life Drain (Core #1) 1, Elixir Of Healing 0, Fiery Glare (Core) 0, Blessing of Pharasma (#0) 0, Staff of Minor Healing 1, Locate Object 1, Fox (Core) 1
Recharged: Life Drain (Core #0) 1,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Intelligence +3
Craft: Intelligence +3
Knowledge: Intelligence +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
None
POWERS:
When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| Heggal - WilderRedbeard |
Display Soul Shard.
Move to Dungeons when Cliffs closes.
The hour of Cayden Cailean's Revelry
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
No markers remain, summon and encounter:
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.
Reveal Ally, Soul Shard adds 1d4.
Dexterity 7: 1d6 + 2d4 + 1 ⇒ (2) + (2, 4) + 1 = 9 success
Display marker next to hourglass
Remain at Dungeons.
Explore:
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.
Combat 14+2=16: 1d8 + 2 + 1d8 + 1 + 3d4 + 1 ⇒ (4) + 2 + (4) + 1 + (1, 1, 1) + 1 = 15 Hero point re-roll
Combat 14+2=16: 1d8 + 2 + 1d8 + 1 + 3d4 + 1 ⇒ (2) + 2 + (1) + 1 + (1, 3, 1) + 1 = 12 Discard Find Traps to re-roll the 2nd d8 per the hour power
Combat 14+2=16: 2 + 2 + 1d8 + 1 + 1 + 3 + 1 + 1 ⇒ 2 + 2 + (5) + 1 + 1 + 3 + 1 + 1 = 16 defeated
End turn & reset hand.
Hand: Mace, Holy Light, Social Climber, Acolyte, Blessing of Cayden Cailean,
Displayed: Soul Shard, Magic Chain Mail,
Deck: 6 Discard: 4 Buried: 0
Current Location: Dungeons
Hero Points (Available): 1
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 7-2B?: Y
Middle of Deck (Unknown Order): Slim (Bodyguard), Cure, Mervin the Merchant
Recharged: Serge the Surgeon, Sacred Candle, Viper Strike,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1) to your check.
Turn summary:
Damiel needs to deal with the BA for Undeath on Wheels.
Marker displayed next to hourglass.
ACG - Damiel
|
Off turn: BYA Dex 7.
Use Zova's BotGF.
Dex 7: 1d10 + 1d10 ⇒ (8) + (9) = 17 -> Success.
Turn 16: The Juggler
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
Free Explore: Shortsword (Strength 4)
Str 4: 1d4 ⇒ 2 -> Failed, discarded.
End turn, reset hand.
"
Hand: Burglar's Bracers, Laboratory Coat, Noxious Bomb (Core), Corrosive Dagger +1, Blessing of the Elements 1,
Displayed:
Current Location: LaboratoryDeck: 9 Discard: 1 Buried: 1
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [] if my location closes.
Other: Shirt reroll used: N
Middle of Deck (Unknown Order): Deathbane Light Crossbow, The Winged Serpent, Tinker, Armored Coat (Core), Blessing of the Elements 2, Alchemist's Fire, Embalming Fluid, Giant Slug
Recharged: Elixir of Healing (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Ranged: Dex +2
Disable: Int +1
Craft: Int +2
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([] then you may draw a card).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.
You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
"
| wkover - Zova |
Out of turn: Recharging BoGF for Damiel.
Hand: Wendifisa Spear, Aspect of the Frog, Aspect of the Hawk, Shield of Resistance, Dimples (Wolverine), Uncle Flappy (Bat), Ladyspice (Gecko), The Eclipse,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Hero Points: 2
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
| Raz - Gimry |
========================
Raz starts her turn.
Hour: The Betrayal
Hour Power:When you acquire a boon, bury it.
Location: Dungeons
Location Power: The difficulty of combat checks is increased by 2.
Scenario Powers: You may move only when your location is closed, and you may only move to the next location on the scenario list.
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.
Draw Marker from Hour Glass
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
Diplomacy 6: 1d10 + 3 ⇒ (7) + 3 = 10
Diplomacy - 1d10+3
Add Marker to Hourglass
Discard Duke of Tozus to explore add 1d6 to acquire, but I think it's only barriers left.
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.
Diplomacy 9(6+2+1): 1d10 + 3 + 1d6 ⇒ (1) + 3 + (5) = 9
Diplomacy - 1d10+3
Divine Aid - 1d6
Recharge Big John for Divine Aid
Draw the Betrayal
"
Hand: Lance +1, Longsword (Core), Pawbringer X (Retriever), The Betrayal, Blessing of the Samurai(2),
Displayed: Kikko Armor, Magic Chain Shirt,
Deck: 6 Discard: 5 Buried: 0
Current Location: Dungeons
Hero Points: 1
NOTES:
Other: Dice Re-Roll Used for 7-2B?: N
Middle of Deck (Unknown Order): Champion's Do-Maru, Eagle Knight Dress Uniform
Recharged: Our Lord In Iron, Earthbreaker (Core), Camela (Camel), Big John (Riding Horse),
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
- Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Diplomacy: Charisma + 2
Favored Card: Ally
Hand Size: 4 ☑ 5
Proficiencies:
Weapons Armors
POWERS:
On your check, you may discard the top card of your deck to add 1d6 (☐+1). If it is a Mount card, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
When a distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
End of Turn Summary
Banished Cards 6 and 7 from the Dungeons
Added Marker to the Hourglass
Drew the Betrayal from the Hourglass
| wkover - Zova |
The Midwife. WHEN THIS IS THE HOUR: At the start of your turn, summon and encounter a monster.
Stuck in a dungeon with meager rations, Zova's stomach growls. At least, she hopes that's what that sound is...
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.
I auto-pass the Survival 5 BYA. Asking Feiya to recharge a card to reduce check by 3.
Note: Dungeon power only affects combat checks, not other checks to defeat.
Surv 5 (8-3): 1d8 + 4 ⇒ (4) + 4 = 8
The bear was expecting anything but a hug. Zova leaps onto its raised back, grabs ahold, and whispers a soothing grunt - calming the irritated beast. Content, the bear lumbers away.
SOT: Marker removed. Remaining: 0.
Explore the Dungeon, encounter Undeath henchman.
Who encounters BYA? (1=Zova): 1d5 ⇒ 4 - Yes, it's Damiel again (Dex 5 check)
Asking Feiya to reduce barrier by 3.
Dex 4 (7-3) w/ recharged hawk aspect: 1d8 + 1d8 + 4 ⇒ (4) + (5) + 4 = 13 - success, marker added
Need to summon another barrier to close: Locked Door.
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.
Asking Feiya to reduce by 5.
Str 7 (10+2-5) w/ recharged Frog aspect: 1d8 + 1d8 + 4 ⇒ (8) + (5) + 4 = 17 - success
Hand: Wendifisa Spear, Shield of Resistance, Angelstep, Wintervine, Dimples (Wolverine), Uncle Flappy (Bat), Ladyspice (Gecko), The Eclipse, B of Green Faith 2,
Displayed:
Deck: 6 Discard: 3 Buried: 0
Hero Points: 2
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
Dungeons is closed, so each local character may draw a card. Damiel owes an Undeath BYA. Everyone moves to Tenement. Markers remaining: 1. Feiya recharged 3 cards, per above.
| Feiya - Katlyn99 |
OFF-TURN ACTIONS: Zovas turn - recharge Enervation, Smoke Bomb, and The Prince of Pain. Drew one card on close of Dungeons - Elixir of Healing
Hourglass Discard: The Sickness
WHEN THIS IS THE HOUR: When you suffer damage, suffer the scourge Plagued.
Give card: Hand Damiel the Elixir of Healing
Remove a token, 0 tokens remaining
Hand: Fox (Core) 1, Life Drain (Core #1) 1, Lightning Touch (Core) 0, Leech (loot) 1, Ring of Protection (loot) 2, Fiery Glare (Core) 0,
Displayed:
Deck: 8 Discard: 4 Buried: 1
Hero Points: 1/1
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 2 plus the adventure deck number of the recharged card, if any.
Middle of Deck (Unknown Order): Pyrotechnic Blast 1, Locate Object 1, Blessing of Pharasma (#0) 0, Staff of Minor Healing 1
Recharged: Life Drain (Core #0) 1, Enervation 1, Smoke Bomb 1, The Prince of Pain (loot) 3,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Intelligence +3
Craft: Intelligence +3
Knowledge: Intelligence +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
None
POWERS:
When any character at your location attempts a check to acquire a spell or defeat a monster (☑ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.
| wkover - Zova |
Out of turn: On Feiya's turn, use Angelstep to heal Raz.
# cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3
Raz is healed for 3 cards.
Surv 9 to recover Angelstep w/ banished Wintervine: 1d8 + 1d8 + 4 ⇒ (3) + (8) + 4 = 15 - recharged, Wintervine auto-recovered
Hand: Wendifisa Spear, Shield of Resistance, Dimples (Wolverine), Uncle Flappy (Bat), Ladyspice (Gecko), The Eclipse, B of Green Faith 2,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 2
Notes: Eclipse can be played freely.
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
Reminder: Everyone got to draw a card from Dungeons close on Zova's turn. Also, Feiya passed healing elixir to Damiel.
| Raz - Gimry |
On Feiya's turn
Raz is healed for 3: (Lance, Black Spire( Riding Horse), Soul Shard). Deck shuffled.
ACG - Damiel
|
Off turn: Another cart careens toward Damiel.
Dex 5: 1d10 ⇒ 8 -> Dodged.
When the dungeons close, draw The Winged Serpent.
"
Hand: Burglar's Bracers, Laboratory Coat, Noxious Bomb (Core), Corrosive Dagger +1, Blessing of the Elements 1, The Winged Serpent, Elixir of Healing (Core) 2,
Displayed:
Current Location: LaboratoryDeck: 8 Discard: 1 Buried: 1
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [] if my location closes.
Other: Shirt reroll used: N
Middle of Deck (Unknown Order): Giant Slug, Embalming Fluid, Alchemist's Fire, Deathbane Light Crossbow, Tinker, Blessing of the Elements 2, Armored Coat (Core)
Recharged: Elixir of Healing (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Ranged: Dex +2
Disable: Int +1
Craft: Int +2
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([] then you may draw a card).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.
You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
"
| BR Mork |
During This Adventure: 7-2: Warrens Above, Warrens Below
Story Banes | Scourges | Loot
During This Scenario: 7-2B: A Day at the Races
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hourglass markers: 0
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Monster 1
Traits
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.
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 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
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Barrier 2
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 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Weapon 1
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 0
Traits
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.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
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.
Spell 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 2
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 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 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
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.
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 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
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 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
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.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• On this character’s checks against Disease or Poison cards, add 1d8.
• You may banish to remove the scourge Plagued or Poisoned from this character.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Item 0
Traits
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.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Item 2
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 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.
Ally 1
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Ally 1
Traits
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 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 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 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
5
Powers
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Turn: 20 Heggal/WilderRedbeard
Top of Blessing Discard Pile: Pharasma’s Knowing - When this is the hour: On your check against an Undead card, add 1d6.
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 Remaining: 10
Blessings Deck
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 2
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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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
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.
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.
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.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 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.
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 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.
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)
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
Mountain(S)
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
Bridge(S)
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
Cliff(S)
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dungeons(S)
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Tenement(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
Located here: everybody
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.
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.
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.
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.
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.
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.
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.
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.
| Heggal - WilderRedbeard |
Off turn actions:
Draw a card when Dungeons closes (Cure) and move to Tenement.
During Feiya's turn, send Cure to recovery to heal Feiya: 1d4 + 1 ⇒ (3) + 1 = 4 cards.
Cure recovery - Divine 8: 1d8 + 3 + 1d4 + 1 ⇒ (5) + 3 + (2) + 1 = 11 recharged
The hour of Pharasma's Knowing
When this is the hour: On your check against an Undead card, add 1d6.
No markers remaining at hourglass. Summon & encounter:
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.
Reveal Ally, Soul Shard adds 1d4, hour adds 1d6.
Constitution 7: 2d6 + 2d4 + 1 ⇒ (3, 1) + (1, 4) + 1 = 10 defeated
Add marker next to hourglass.
Remain at Tenements.
Explore Tenements card #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.
Dexterity 5: 1d6 + 1d4 + 1 ⇒ (1) + (1) + 1 = 3 failed, banished
Discard Acolyte to explore Tenements card #2:
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.
Bury Magic Chain Mail to block damage. Reveal Ally and attempt recharge:
Fortitude 6: 2d4 + 1 ⇒ (4, 1) + 1 = 6 recharged
Reveal Ally, discard BoCaydenCailean to double bless.
Constitution 7+#=9: 3d6 + 1d4 + 1 ⇒ (4, 5, 6) + (4) + 1 = 20 defeated
End turn. Reset hand.
Hand: Mace, Holy Light, Social Climber, Slim (Bodyguard), Mervin the Merchant,
Displayed: Soul Shard,
Deck: 5 Discard: 6 Buried: 0
Current Location: Tenements
Hero Points (Available): 1
NOTES:
Other: Dice Re-Roll Used for 7-2B?: Y
Middle of Deck (Unknown Order): 0
Recharged: Serge the Surgeon, Sacred Candle, Viper Strike, Cure, Magic Chain Mail,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 ([X] +1) to your check.
| wkover - Zova |
Out of turn: Zova blocks fire damage w/ shield of resistance.
| Raz - Gimry |
Out of turn: Raz discards Longsword for Fire damage
ACG - Damiel
|
Off turn: Reveal Lab Coat to prevent 1 fire damage.
Elixir of Healing added to hand.
Turn 21: Orison
Powers: No Effect
Free Explore: Cat (Wisdom 5)
Wisdom 5: 1d6 ⇒ 2 -> Discarded
Discard The Winged Serpent to examine the next card (Undeath on Wheels)
Explore and Encounter (Undeath on Wheels)
BYA Random local: 1d5 ⇒ 4 -> Heggal
Reveal Elixer of Healing to add 2d6
Dex 7: 1d10 + 2d6 ⇒ (6) + (6, 6) = 18 -> Success
Bury Burglar's Bracers to close.
Everyone moves to Storehouse
End turn, reset hand.
"
Hand: Laboratory Coat, Noxious Bomb (Core), Corrosive Dagger +1, Blessing of the Elements 1, Elixir of Healing (Core) 2,
Displayed:
Current Location: LaboratoryDeck: 8 Discard: 2 Buried: 2
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [] if my location closes.
Other: Shirt reroll used: N
Middle of Deck (Unknown Order): Deathbane Light Crossbow, Giant Slug, Armored Coat (Core), Embalming Fluid, Blessing of the Elements 2, Tinker, Alchemist's Fire
Recharged: Elixir of Healing (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Ranged: Dex +2
Disable: Int +1
Craft: Int +2
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([] then you may draw a card).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location.
You may recharge ([x] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison trait ([x] or to your check to defeat a barrier); if your card has the Alchemical trait, you may add another 1d6.
"
| Raz - Gimry |
========================
Raz starts her turn.
Hour: Sands of the Hour
Hour Power:No effect.
Location: Storehouse
Location Power: Treat your hand size as 1 larger.
Scenario Powers: You may move only when your location is closed, and you may only move to the next location on the scenario list.
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.
Remove Marker from the Hourglass
We're going SHOPPING!
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.
First on the list appears to be an old shield. Not really usable while riding Pawbringer, but the man behind the counter insists that I take it for the trip.
This is an Auto with Charisma
Discard Samurai to explore again
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.
As I gather up the Shield, the wheels of death come barreling into the shop.
BYA 1-Raz: 1d5 ⇒ 5 ->Damiel(Of course)
The carraige runs over Damiel on its way to me.
Dexterity 4(7-3): 1d8 + 2d8 ⇒ (1) + (3, 5) = 9
Dexterity - 1d8
Double Blessed - 2d8
Ask Feiya for a -3
Discard the Betrayal to Bless Twice
At the last minute, Pawbringer and I jump out of the way.
Discard my hand to close
WPC - Drew 2 Item 0s
Location Closed! WE WIN!!!
ACG - Damiel
|
BYA: Just because the carts are getting old Dex 5: 1d10 ⇒ 7 -> Hey, getting better at this!