
Kessilandrie Anicia VIastos |

Start at Docks
display gambeson and magic chain shirt asap
Hand: Quartermaster, Mattock, BotSamurai1,
Displayed: Gambeson, Magic Chain Mail,
Deck: 11 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Mattock
Traits: Tool, Basic
Powers: Reveal this card to add 1d8 to your non-combat Strength check.
Recharge this card to use Strength or Melee in place of the listed skill in a check to defeat a barrier you encounter that has the Lock or Obstacle trait.
Traits: Human, Pirate, Basic
Powers: Recharge this card to add 1d4 to your check to acquire a spell, an ally, or a blessing.
Recharge this card to add 1d8 to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Displayed descriptions:
Gambeson
Traits: Light Armor, Basic
Powers: Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
Traits: Heavy Armor, Magic
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.

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Starting at sorehouse but headed to manor/library
"
Hand: Arueshalae's Gift, BotGods2, Caltrop bead, Jinx Eater, Bracers of protection (core), Hand Crossbow, Grave Tender,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Movement: Moving to library and manor
Other: Gift is available
Middle of Deck (Unknown Order): Light Crossbow (Core), Hungry Ghost Monk, Blessing of Barbatos, Thieves Tools (core), BotArchdevils1, Corrosive Dagger +1, Kopis, Magic Chain Shirt (core), BotArchdevils2, BotGods1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([ ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand

Yoon by Nick Wasko |

Yoon will start at the Docks.
"
Hand: Blessing of the Gods 3, Fan of Flames, Elemental Ascetic, Sign of the Pack, Clinging Venom,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Manor if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Compass, Searing Flesh, Possession, Blessing of the Gods 2, Kami Medium, Gom-Gom, Blessing of the Gods 1, Blessing of Sarenrae, Haki Stick
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Lazzero 125136-1009 |

Starting on Boat.
"
Hand: Scale Mail, Dread Bolt, Blessing of Shax, Blessing of Dispater, Circle of Law,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Cure, Signal Whistle, Longspear, Blessing of Abraxas , Hammer, Corroded Helm, Dog, Jinx Eater, Torch, Blessing of Belial
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.

Lazzero 125136-1009 |

It is the hour of the mountain men. Lazzero encounters a potential ally on the boat.
Charisma: 1d8 ⇒ 2
The merchant wants nothing to do with the evil cleric. Lazzero presses on with the blessing of Dispater.
Dexterity DC 3: 1d4 ⇒ 1
No luck in acquiring the sling either. He continues with the blessing of Shax, but the demon lord sends him a traitor!
Combat DC 10 (dread bolt): 1d10 + 4 + 2d4 ⇒ (9) + 4 + (3, 4) = 20
Reload DC 8: 1d10 + 4 ⇒ (4) + 4 = 8
Asmodeus's power makes short work of the backstabber.
"
Hand: Scale Mail, Blessing of Abraxas , Torch, Longspear, Circle of Law,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Signal Whistle, Blessing of Belial, Dog, Jinx Eater, Cure, Corroded Helm, Hammer
Recharged: Dread Bolt,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.

Flenta 1001 by yamasaki |

Flenta will start in the Fishery.
Hand: Greatsword, Blessing of Cayden Cailean, Flame Staff, Greatclub, Topaz of Strength,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Fishery
Hero Points: 0
Reroll Perk: Not Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to Library if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Call Weapon, Blessing of Gorum, Mind Thrust, Quartermaster, Burning Snot, Blessing of Pharasma, Armor of the Sands, Shock Glaive +1, Spiked Chain +1, Bestiary of Garund
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Yoon by Nick Wasko |

It is the hour of the orison, and Yoon explores the Docks. She encounters a secret hatch. Discard Blessing of Gods to add 1 die to Intelligence check.
Intelligence 5: 2d6 ⇒ (3, 3) = 6 do not increase DC by 5.
Disable 3: 1d4 ⇒ 3 Concealed Hatch defeated.
Discard Elemental Ascetic to explore. Encounter giant toad. Reveal Clinging Venom to use Fortitude + 1d8 for Combat check.
Combat 10: 1d10 + 1d8 + 1 ⇒ (6) + (5) + 1 = 12 Giant Toad defeated.
Discard Sign of the Pack to explore. Encounter Leech, but cannot succeed on check to acquire so it is banished. Reset hand and end turn.
"
Hand: Clinging Venom, Fan of Flames, Blessing of the Gods 1, Blessing of Sarenrae, Possession,
Displayed:
Deck: 6 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the ___ if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of the Gods 2, Gom-Gom, Kami Medium, Compass, Haki Stick, Searing Flesh
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1B: Tangled Sails
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Construct
Check
Combat
12
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 1
Traits
Animal
Check
Combat
10
THEN
Combat
11
Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Barrier 1
Traits
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Barrier 1
Traits
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
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Barrier 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.
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 0
Traits
Spear
Melee
Piercing
2-handed
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
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
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
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
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 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 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
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Item 0
Traits
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
Plant
Alchemical
Check
Wisdom
Divine
Survival
6
Powers
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Item 1
Traits
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 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 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
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 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Turn: 3 Flenta/yamasaki
Top of Blessing Discard Pile: The Inquisitor - When this is the hour: You may not use powers to reroll dice.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessings Remaining: 27
Blessings Deck
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
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: 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: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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 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: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: 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
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
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
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.
Boat
Traits: Aquatic, Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Lazzero
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
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.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
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 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.
Docks
Traits: Aquatic, Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Kess, Arue, Yoon
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
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.
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.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Armor 0
Traits
Heavy Armor
Helm
Check
Constitution
Fortitude
4
Powers
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Fishery
Traits: Aquatic, Urban, Wild
At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Flenta
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Ally 1
Traits
Construct
Check
Intelligence
Craft
6
Powers
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Item 1
Traits
Object
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Item 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.
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 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.
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?: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.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
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 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:2 W:0 Sp:2 Ar:1 I:2 Al:2 Bl:0 ?:1
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.
Ally 0
Traits
Elf
Hireling
Check
Charisma
Diplomacy
Perception
5
Powers
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
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.
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 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
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.
Library
Traits: Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:1
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.
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
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.
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
6
Powers
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
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.
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
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.
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.
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.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapon 1
Traits
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity
Traits: Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Story Bane Monster 0
Traits
Human
Fighter
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
7+#
Powers
Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
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.
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Flenta 1001 by yamasaki |

It is the hour of the Inquisitor. Flenta searches the Fishery and finds a Jigsaw Shark and a Clockwork Servant. She choose to confront the shark (Clockwork Servant shuffled in location).
Combat 11 using Greatsword: 1d10 + 2 + 2d6 ⇒ (8) + 2 + (6, 6) = 22 The shark was handily defeated. But then it comes back for another bite (attempting to close the location).
Combat 11 using Greatsword: 1d10 + 2 + 2d6 ⇒ (3) + 2 + (4, 4) = 13 Location closed! Feeling confident, she moves to the Storehouse.
Hand: Greatsword, Blessing of Cayden Cailean, Flame Staff, Greatclub, Topaz of Strength,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 0
Reroll Perk: Not Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to Library if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Bestiary of Garund, Blessing of Gorum, Quartermaster, Blessing of Pharasma, Shock Glaive +1, Armor of the Sands, Mind Thrust, Spiked Chain +1, Burning Snot, Call Weapon
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Fumbus by Redelia |
(oops, I just realized I never posted my starting location and starting hand)
Fumbus starts at the Storehouse (so hand gets 1 bigger)
Hand: Blessing of the Gobs 2, Noxious Bomb, Alchemist's Fire, Doghide Armor, Acid Flask, Poog of Zarongel, Conch Shell,
Displayed:
Deck: 8 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use."
"
Middle of Deck (Unknown Order): Burning Snot, Dogslicer, Blessing of Lamashtu, Horsechopper, Dogfinder, Blast Stone, Fire Sneeze, Blessing of the Gobs
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Craft: Intelligence +3
Arcane: Intelligence +1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐
Proficiencies:
{Alchemical}
POWERS:
On a local combat check ([]or a local check to defeat an Obstacle or Trap barrier) you may discard a card ([]or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X]On your check that invokes Acid, Fire, or Poison, add 1d6.

![]() |

Arue begins at the storehouse but come the hour of the lost decides to haed to the library
Finds the Nethys duality
intelligence 5: 1d6 ⇒ 5
Discard to examine the next two cards leave as is and discard grave tender to explore
disable 4: 1d8 + 2 ⇒ (6) + 2 = 8
acquire caltrops discard jinx eater and encounter the brawl In a library
dexterity 5: 2d8 ⇒ (1, 1) = 2 discard blessing of the gods
Surprised by the brawl in the library Arue is thankful to be wearing her bracers (revealed to reduce damage by 1) but loses the caltrops she just found in the struggle (1 remaining damage)
"
Hand: Arueshalae's Gift, BotGods1, Caltrop bead, Hand Crossbow, Bracers of protection (core),
Displayed:
Deck: 9 Discard: 5 Buried: 0
Hero Points: 0
NOTES:
Movement: Move to manor if library closes
Other: Gift is available
Middle of Deck (Unknown Order): Corrosive Dagger +1, Thieves Tools (core), Blessing of Barbatos, Magic Chain Shirt (core), Hungry Ghost Monk, BotArchdevils2, Light Crossbow (Core), BotArchdevils1, Kopis
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([ ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand
Top two cards of library acquired Brawl shuffled back in to library

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1B: Tangled Sails
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Monster 1
Traits
Vermin
Swarm
Trigger
Check
Combat
10
OR
Constitution
Fortitude
6
Powers
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
9
Powers
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Weapon 0
Traits
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.
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Melee
Ranged
Stealth
3
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 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 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 0
Traits
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.
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
Attack
Fire
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
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
Attack
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
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:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 1
Traits
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 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.
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 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 1
Traits
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
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Item 1
Traits
Instrument
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display next to a location. While displayed:
• When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
• At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
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
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
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
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
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Turn: 5 Fumbus/Redelia
Top of Blessing Discard Pile: The Liar - When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Remaining: 25
Blessings Deck
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
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: 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: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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 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: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: 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
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
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
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.
Boat
Traits: Aquatic, Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Lazzero
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
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.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
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 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.
Docks
Traits: Aquatic, Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Kess, Yoon
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
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.
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.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Armor 0
Traits
Heavy Armor
Helm
Check
Constitution
Fortitude
4
Powers
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Fishery
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Fumbus, Flenta
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.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
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 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:2 W:0 Sp:2 Ar:1 I:2 Al:2 Bl:0 ?:1
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.
Ally 0
Traits
Elf
Hireling
Check
Charisma
Diplomacy
Perception
5
Powers
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
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.
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 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
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.
Library
Traits: Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M:1 Ba:2 W:0 Sp:3 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Arue,
Notes: Brawl
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
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.
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
6
Powers
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
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.
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.
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.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapon 1
Traits
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity
Traits: Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Story Bane Monster 0
Traits
Human
Fighter
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
7+#
Powers
Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
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.
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Fumbus by Redelia |
Fumbus explores, finding an armor.
con DC 7+1=8: 1d8 ⇒ 7
nope.
Hand: Blessing of the Gobs 2, Noxious Bomb, Alchemist's Fire, Doghide Armor, Acid Flask, Poog of Zarongel, Conch Shell,
Displayed:
Deck: 8 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use."
"
Middle of Deck (Unknown Order): Horsechopper, Blessing of Lamashtu, Dogslicer, Blast Stone, Fire Sneeze, Dogfinder, Burning Snot, Blessing of the Gobs
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Craft: Intelligence +3
Arcane: Intelligence +1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐
Proficiencies:
{Alchemical}
POWERS:
On a local combat check ([]or a local check to defeat an Obstacle or Trap barrier) you may discard a card ([]or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X]On your check that invokes Acid, Fire, or Poison, add 1d6.

Kessilandrie Anicia VIastos |

flip hour: At the start of your turn, you may recharge any number of cards then reset.
recharge Mattock, then reset (Draw 3)
Hand: Quartermaster, Athlete, Horn of Battle Clarity, Camel, BotSamurai1,
Displayed: Gambeson, Magic Chain Mail,
Deck: 9 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Horn of Battle Clarity
Traits: Instrument, Magic
Powers: On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Traits: Human, Pirate, Basic
Powers: Recharge this card to add 1d4 to your check to acquire a spell, an ally, or a blessing.
Recharge this card to add 1d8 to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.
Traits: Human, Hireling, Basic
Powers: Recharge this card to add 1d6 to your Strength or Dexterity non-combat check.
Discard this card to explore your location.
Traits: Animal, Mount, Basic
Powers: Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Displayed descriptions:
Gambeson
Traits: Light Armor, Basic
Powers: Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
Traits: Heavy Armor, Magic
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.
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Acadamae Student DC 6 diplo: 1d8 + 1 + 1d4 ⇒ (2) + 1 + (1) = 4 banished
Discard Camel to explore
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.
recharge athlete to add 1d6
Acid Spraying Skull DC 4 acrobatics: 2d6 + 1 ⇒ (1, 4) + 1 = 6 defeated
discard Quartermaster to explore
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.
fail BYA, not using spells.
Strangler DC 10 combat: 1d10 + 3 + 1d12 ⇒ (7) + 3 + (8) = 18 banished
EOT
n/a
RECOVERY
n/a
RESET
Drew surgeon, use asap. heal camel. remaining hand:
Hand: Retainer, White War Paint, Horn of Battle Clarity, BotSamurai1,
Displayed: Gambeson, Magic Chain Mail,
Deck: 9 Discard: 1 Buried: 0 Shirt Reroll Available: Y Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
White War Paint
Traits: Liquid, Paint,
Powers: Display this card next to your deck. While displayed, add 1d8 to your check against a bane that has the Undead trait. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.
Traits: Instrument, Magic
Powers: On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Traits: Elf, Hireling
Powers: Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Displayed descriptions:
Gambeson
Traits: Light Armor, Basic
Powers: Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
Traits: Heavy Armor, Magic
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.
TLDR
docks cards 1-3 banished.

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1B: Tangled Sails
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Barrier 1
Traits
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
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
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
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 0
Traits
Axe
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 0
Traits
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 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
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
Divine
Check
Wisdom
Divine
6
Powers
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
8
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
4
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 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 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer any damage, you may bury to reduce it to 0.
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Item 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
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
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
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
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Ally 0
Traits
Animal
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 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 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 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 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
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Turn: 7 Lazzero/Chris
Top of Blessing Discard Pile: The Locksmith - When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessings Remaining: 23
Blessings Deck
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
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: 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: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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 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: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: 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
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
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
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.
Boat
Traits: Aquatic, Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Lazzero
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
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.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
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 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.
Docks
Traits: Aquatic, Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Kess, Yoon
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Armor 0
Traits
Heavy Armor
Helm
Check
Constitution
Fortitude
4
Powers
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Fishery
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Fumbus, Flenta
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
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 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:2 W:0 Sp:2 Ar:1 I:2 Al:2 Bl:0 ?:1
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.
Ally 0
Traits
Elf
Hireling
Check
Charisma
Diplomacy
Perception
5
Powers
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
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.
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 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
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.
Library
Traits: Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M:1 Ba:2 W:0 Sp:3 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Arue,
Notes: Brawl
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
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.
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
6
Powers
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
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.
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.
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.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapon 1
Traits
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity
Traits: Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Story Bane Monster 0
Traits
Human
Fighter
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
7+#
Powers
Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
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.
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Lazzero 125136-1009 |

In the hour of the locksmith, Lazzero strides to the next boat and finds a holy symbol and takes it (cannot fail: Divine d10+4 vs DC 4).
He then uses his torch to set the boat on fire while he proceeds to the next one. He encounter's the eponymous locksmith in a sign of ill tidings.
Dexterity DC 5 (hourglass power): 1d8 ⇒ 1
The hour is lost. Lazzero consults Abraxas and proceeds.
Shuffled Card: 1d6 ⇒ 5 Burning Tar
With no prayer of overcoming this dangerous obstacle, her relies on his armor to get him through. Automatic fail, bury scale mail to reduce damage to 0 and avoid scourge.
Hand: Corroded Helm, Blessing of Belial, Hammer, Longspear, Circle of Law,
Displayed:
Deck: 5 Discard: 4 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Signal Whistle, Cure, Dog, Jinx Eater
Recharged: Dread Bolt,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.
Acquired Card 1; discard top of hourglass/Locksmith; shuffle Boat location twice.

Lazzero 125136-1009 |

REVISED TURN
In the hour of the locksmith, Lazzero strides to the next boat and finds a holy symbol and takes it (cannot fail: Divine d10+4 vs DC 4).
He then uses his torch to set the boat on fire while he proceeds to the next one. He encounters ill tidings of the Empty Throne, but Lazzero knows the true throne is occupied by mighty Asmodeus (cannot fail: Divine d10+4 vs DC 5). He bypasses the threat.
With Abraxas's blessing, he proceeds to recover a token of remembrance (cannot fail: Divine d10+4 vs DC 5).
Hand: Scale Mail, Holy Symbol, Token of Remembrance, Longspear, Circle of Law,
Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Corroded Helm, Jinx Eater, Blessing of Belial, Signal Whistle, Dog, Cure, Hammer
Recharged: Dread Bolt,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1B: Tangled Sails
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Animal
Check
Combat
11
OR
Perception
Survival
6
Powers
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Monster 1
Traits
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 1
Traits
Construct
Check
Combat
12
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Monster 1
Traits
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 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
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
Check
Dexterity
Acrobatics
Disable
9
Powers
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Barrier 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
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.
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 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
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 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Weapon 1
Traits
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.
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
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
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Force
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Display. While displayed:
• For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
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
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
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
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 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
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 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Item 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 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
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Ally 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 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: 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 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.
Turn: 8 Yoon/Nick
Top of Blessing Discard Pile: The Theater - When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Remaining: 21
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 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
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: 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: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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 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: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: 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
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
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
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.
Boat
Traits: Aquatic, Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Lazzero
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
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 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.
Docks
Traits: Aquatic, Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Kess, Yoon
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Armor 0
Traits
Heavy Armor
Helm
Check
Constitution
Fortitude
4
Powers
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Fishery
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Fumbus, Flenta
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
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 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:2 W:0 Sp:2 Ar:1 I:2 Al:2 Bl:0 ?:1
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.
Ally 0
Traits
Elf
Hireling
Check
Charisma
Diplomacy
Perception
5
Powers
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
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.
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 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
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.
Library
Traits: Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M:1 Ba:2 W:0 Sp:3 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Arue,
Notes: Brawl
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
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.
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
6
Powers
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
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.
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.
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.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapon 1
Traits
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity
Traits: Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Story Bane Monster 0
Traits
Human
Fighter
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
7+#
Powers
Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
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.
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Yoon by Nick Wasko |

It is the Hour of the Theater, and the main show is the attack of a jigsaw shark at the docks! Reveal Fan of Flames to use Fortitude +1d8 for combat check.
Combat 11: 1d10 + 1d8 + 3 ⇒ (10) + (5) + 3 = 18 Jigsaw shark defeated
Close - Fortitude 6: 1d10 + 3 ⇒ (3) + 3 = 6 Docks closed, move to Manor
Yoon roasts the shark alive, then serves the tender brisket to the nearby guards in exchange for them closing down the docks. She then skips over to the Manor. There, she explores and finds a warband at the gates. Random monster 1 - Dire Badger. Yoon reveals Clinging Venom to use Fortitude +1d8 for combat check.
Combat 11: 1d10 + 1d8 + 3 ⇒ (7) + (4) + 3 = 14 Dire badger defeated, warband banished
Badger retribution damage: 1d4 ⇒ 3 Discard all spells as damage
Yoon burns the badger, but not before getting badly cut up. She pushes through with divine vigor. Discard Blessing of the Gods to explore. She meets a lookout, who was supposed to be watching over the manor entrance.
Charisma 5: 1d8 ⇒ 6 Lookout acquired
Realizing that Yoon defeated the badger that he had overlooked, the grateful lookout agrees to scout ahead for Yoon. Discard Lookout to explore, may evade encounter on this exploration. The lookout tells Yoon about a Staff of Minor Healing hidden within the manor, but Yoon decides to avoid it because she's not a thief. Evade encounter with Staff of Minor Healing, shuffle location deck. Reset hand, end turn.
"
Hand: Gom-Gom, Haki Stick, Kami Medium, Compass, Blessing of Sarenrae,
Displayed:
Deck: 2 Discard: 8 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Repository if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Searing Flesh, Blessing of the Gods 2
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
TL;DR: Docks closed, Manor card 1 banished, card 2 acquired, card 3 revealed but shuffled back into location deck.

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1B: Tangled Sails
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 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
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Barrier 1
Traits
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
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
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
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Weapon 0
Traits
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
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
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 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
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
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
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
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 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
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
Shield
Offhand
Check
Constitution
Fortitude
4
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Item 0
Traits
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
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Item 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 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Item 0
Traits
Book
Magic
Check
Intelligence
Arcane
4
Powers
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Ally 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 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 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 1
Traits
Deity: 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 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 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.
Turn: 9 Flenta/yamasaki
Top of Blessing Discard Pile: Orison - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Remaining: 20
Blessings Deck
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
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: 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: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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 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: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: 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
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
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
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.
Boat
Traits: Aquatic, Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Lazzero
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
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 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.
Docks
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kess,
Fishery
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Fumbus, Flenta
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
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 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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.
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:2 Al:1 Bl:0 ?:1
Located here: Yoon
Notes: Staff Of Minor Healing
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 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
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.
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.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Library
Traits: Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M:1 Ba:2 W:0 Sp:3 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Arue,
Notes: Brawl
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
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.
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
6
Powers
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
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.
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.
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.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapon 1
Traits
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity
Traits: Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Story Bane Monster 0
Traits
Human
Fighter
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
7+#
Powers
Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
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.
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Flenta 1001 by yamasaki |

(moving in the Storehouse after closing her location should have increased Flenta's hand size so draws after she moved, getting Quartermaster).
It is the hour of Orison. Them Jigsaw Sharks seem to follow her everywhere and she finds another here at the Storehouse. Good thing her Greatsword is still on hand.
Combat 11 using Greatsword (discarded/recharged): 1d10 + 2 + 2d6 + 1d10 ⇒ (6) + 2 + (6, 1) + (4) = 19 Another shark bites the dust, but not before trashing her stuff (hand discarded) and the whole storehouse (permanently closed).
While picking up her remaining stuff, she finds a pair of boots and some spider venom -- she opted to get the Boots of Friendly Terrain. She then travels to the Repository to try and find the villain (or more sharks).
Hand: Boots of Friendly Terrain, Mind Thrust, Armor of the Sands, Call Weapon, Blessing of Gorum,
Displayed:
Deck: 6 Discard: 5 Buried: 0
Current Location: Repository
Hero Points: 0
Reroll Perk: Not Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to Library if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Blessing of Pharasma, Burning Snot, Shock Glaive +1, Spiked Chain +1, Bestiary of Garund
Recharged: Greatsword,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
TLDR, Storehouse closed, acquired Item 1 on closing, moved to the Repository.

![]() |

With flenta at the repository Arue continues at the library Where the eclipse makes everything darker (int and wis based check increase dc by 3)
She explores and finds a shark in a library!
She tries to get to eat a caltrop bead and hand crossbow bolt
combat 11: 1d8 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + (4) + (2) = 12
Discard blessing of the gods on the close check (thankfully this is charisma for arue)
know 6: 2d12 + 2 ⇒ (5, 3) + 2 = 10
Library closed moving manor Reset hand and display chain shirt at start of Fumbus turn
"
Hand: Arueshalae's Gift, Hungry Ghost Monk, Hand Crossbow, Bracers of protection (core),
Displayed: Magic Chain Shirt (core),
Deck: 7 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Movement: Move to den if manor closes
Other: Gift is available
Middle of Deck (Unknown Order): BotArchdevils2, BotArchdevils1, Corrosive Dagger +1, Thieves Tools (core), Light Crossbow (Core), Blessing of Barbatos, Kopis
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([ ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1B: Tangled Sails
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Animal
Check
Combat
10
THEN
Combat
11
Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Monster 1
Traits
Aberration
Aquatic
Check
Combat
11
Powers
If this monster would be defeated, reroll.
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
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
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 1
Traits
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Weapon 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 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 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
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.
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
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
Check
Intelligence
Arcane
4
Powers
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
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
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.
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 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
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.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• On this character’s checks against Disease or Poison cards, add 1d8.
• You may banish to remove the scourge Plagued or Poisoned from this character.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Item 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.
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 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 1
Traits
Construct
Check
Intelligence
Craft
6
Powers
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Ally 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 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessing 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.
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: 11 Fumbus/Redelia
Top of Blessing Discard Pile: The Rabbit Prince - When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessings Remaining: 18
Blessings Deck
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
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: 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: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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 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: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: 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
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
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
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.
Boat
Traits: Aquatic, Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Lazzero
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
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 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.
Docks
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kess,
Fishery
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Storehouse
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Fumbus,
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:2 Al:1 Bl:0 ?:1
Located here: Yoon
Notes: Staff Of Minor Healing
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 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
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.
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.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Library
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Flenta
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
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.
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.
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.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapon 1
Traits
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity
Traits: Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Story Bane Monster 0
Traits
Human
Fighter
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
7+#
Powers
Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
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.
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Fumbus by Redelia |
When his location closed, Fumbus moved to the Den of Iniquity.
On his turn, Fumbus finds a Thug.
Conch shell banished for BYA
Now Fumbus throws an Alchemists' Fire at the thug.
combat DC 11: 1d10 + 1 + 2d6 + 1d6 ⇒ (2) + 1 + (2, 2) + (2) = 9
folio reroll on that 10:
1d10 ⇒ 8
thug is defeated, alchemists' fire is banished
Fumbus buries his noxious bomb to close the location, and moves to the repository.
"
Hand: Blessing of the Gobs 2, Blast Stone, Fire Sneeze, Doghide Armor, Acid Flask, Poog of Zarongel, Horsechopper,
Displayed:
Deck: 5 Discard: 0 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Blessing of Lamashtu, Burning Snot, Dogslicer, Blessing of the Gobs, Dogfinder
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Craft: Intelligence +3
Arcane: Intelligence +1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐
Proficiencies:
{Alchemical}
POWERS:
On a local combat check ([]or a local check to defeat an Obstacle or Trap barrier) you may discard a card ([]or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X]On your check that invokes Acid, Fire, or Poison, add 1d6.

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1B: Tangled Sails
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Outsider
Check
Combat
10
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
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
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
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Barrier 1
Traits
Obstacle
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.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
Knife
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
4
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Weapon 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
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 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.
Spell 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
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 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
3
Powers
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
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
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 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Item 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
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Item 0
Traits
Plant
Alchemical
Check
Wisdom
Divine
Survival
6
Powers
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Ally 0
Traits
Animal
Check
Wisdom
Arcane
Survival
5
Powers
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Ally 1
Traits
Construct
Check
Intelligence
Craft
6
Powers
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Ally 0
Traits
Human
Arcanist
Check
Charisma
Diplomacy
Knowledge
4
Powers
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Ally 1
Traits
Halfling
Cleric
Check
Charisma
Diplomacy
6
OR
Bury A Boon
0
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
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 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Turn: 12 Kess/redeux
Top of Blessing Discard Pile: Iomedae’s Justice - When this is the hour: On your check against an Outsider card, add 1d4.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Remaining: 17
Blessings Deck
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
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: 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: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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 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: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: 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
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
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
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.
Boat
Traits: Aquatic, Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Lazzero
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
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 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.
Docks
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kess,
Fishery
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Storehouse
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
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:2 Al:1 Bl:0 ?:1
Located here: Yoon
Notes: Staff Of Minor Healing
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 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
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.
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.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Library
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Flenta, Fumbus,
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
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.
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.
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.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapon 1
Traits
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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.
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Kessilandrie Anicia VIastos |

move to Manor
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.
recharge retainer for 1d4
Slick Leather DC 7 fort: 1d8 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7 acquired
Display Slick Leather
Display white war paint
EOT
n/a
RECOVERY
n/a
RESET
Hand: Iron Shield, Athlete, Horn of Battle Clarity, Mattock, BotSamurai1,
Displayed: Gambeson, Magic Chain Mail, Slick Leather (acq), White War Paint,
Deck: 7 Discard: 1 Buried: 0 Shirt Reroll Available: Y Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Iron Shield
Traits: Shield, Offhand
Powers: If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4 or a d6; take the new result. You may play another armor on this check.
Traits: Tool, Basic
Powers: Reveal this card to add 1d8 to your non-combat Strength check.
Recharge this card to use Strength or Melee in place of the listed skill in a check to defeat a barrier you encounter that has the Lock or Obstacle trait.
Traits: Instrument, Magic
Powers: On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Traits: Human, Hireling, Basic
Powers: Recharge this card to add 1d6 to your Strength or Dexterity non-combat check.
Discard this card to explore your location.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Displayed descriptions:
Gambeson
Traits: Light Armor, Basic
Powers: Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
Traits: Heavy Armor, Magic
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.
Traits: Liquid, Paint,
Powers: Display this card next to your deck. While displayed, add 1d8 to your check against a bane that has the Undead trait. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.
Traits
Light Armor
Magic
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.
TLDR
Manor Card 1 acquired

Lazzero 125136-1009 |

It is the hour of Desna's Freedom. Lazzero encounters an accursed, undead priest.
Divine DC 9: 1d10 + 4 ⇒ (7) + 4 = 11
His faith in Asmodeus delivers him, obliterating the blasphemer.
Hand: Scale Mail, Holy Symbol, Token of Remembrance, Longspear, Circle of Law,
Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Dog, Hammer, Signal Whistle, Corroded Helm, Blessing of Belial, Jinx Eater, Cure
Recharged: Dread Bolt,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.

Yoon by Nick Wasko |

It is the Hour of Calistria's Sting, and Yoon continues to poke around the Manor. She finds a candle sitting on a shrine. Cannot succeed on check to acquire Sacred Candle - banished. Out of respect, Yoon leaves it where she found it. She uses her compass to guide her way, leading her towards the Repository. Recharge Compass to move, then examine top card of location - a Cure spell. Realizing a healing spell awaits, Yoon beckons her more divinely-inspired allies to help her. Reset hand, end turn.
"
Hand: Gom-Gom, Haki Stick, Kami Medium, Searing Flesh, Blessing of Sarenrae,
Displayed:
Deck: 2 Discard: 8 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Manor if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of the Gods 2
Recharged: Compass,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Flenta 1001 by yamasaki |

It is the hour of the Beating at the Repository, which means if Flenta encounter a monster, Fumbus gets to encounter it before she acts.
She sees a magic scroll. Wisdom 6: 1d6 ⇒ 6 Flenta jumps in elation as she needed a Cure badly (also, Poison damage from the location on failed acquires).
She uses it to heal herself 1d4 + 1 ⇒ (1) + 1 = 2 (random card from discard Topaz of Strength and Greatclub; Cure banished).
She asks Gorum for help in exploring and finds two of them Jigsaw Sharks guardians (hour of Beating effect). One shark attacks Fumbus, and the other, Flenta. No weapon on hand, she uses Mind Thrust.
Combat 11: 1d8 + 3 + 1d6 + 1 ⇒ (2) + 3 + (5) + 1 = 11 Another shark bites the dust (Mind Thrust banished; draw and recharge Detect Magic).
Now that the guardians has been dealt with, she chooses a weapon to summon and try to acquire, and get a Heavy Crossbow. Groan. She tries it with the help of Kess's Blessing of the Samurai (invoking Ranged so is recharged).
Dexterity 7: 2d6 ⇒ (1, 6) = 7 She got the Heavy Crossbow and closes the Repository, recharging 1d4 ⇒ 1 boons (chose to recharge Blessing of Gorum).
She then moves to the Manor, gloating all the way.
Hand: Boots of Friendly Terrain, Heavy Crossbow, Armor of the Sands, Call Weapon, Blessing of Pharasma,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Current Location: the Manor
Hero Points: 0
Reroll Perk: Not Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Boat if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Shock Glaive +1, Bestiary of Garund, Spiked Chain +1, Burning Snot, Topaz of Strength, Greatsword, Greatclub
Recharged: Detect Magic, Blessing of Gorum,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

![]() |

Displays arues gift to give Fumbus 1d4 on whatever skill the goblin chooses to use on her jigsaw shark check
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 to their checks that used the marked skill 1 of str dex con wis int or cha
It is the hour of the peacock WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
Recovers her gift
Arue explores and finds a staff of minor healing
divine/wisdom 7: 2d4 ⇒ (3, 3) = 6 Staff banished
Discard hungry ghost monk and finds a labryrinth
knowledge 7: 2d12 + 1 ⇒ (8, 8) + 1 = 17
Labryinth defeated
TLDR
Fumbus still has to fight a jigsaw shark from Flentas turn With some (probably unneeded) help from Arue
Boat starts at card 2 manor at card 5 all other locations closed
Also Yoon could have buried one card from his discards and shuffled the other 7 into his deck with his final power IINM

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1B: Tangled Sails
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 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 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Monster 1
Traits
Animal
Aquatic
Check
Combat
11
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Barrier 1
Traits
Obstacle
Check
Strength
Survival
6
OR
Constitution
Fortitude
8
Powers
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Barrier 1
Traits
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.
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 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 0
Traits
Staff
Melee
Bludgeoning
2-handed
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
Bow
Ranged
Piercing
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Weapon 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.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
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 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
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
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
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
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Item 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 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.
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Ally 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
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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
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 P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Turn: 17 Fumbus/Redelia
Top of Blessing Discard Pile: Shelyn’s Song - When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Remaining: 12
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 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: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: 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
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
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
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.
Boat
Traits: Aquatic, Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Lazzero
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
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 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.
Docks
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
Fishery
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Storehouse
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
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Kess, Flenta, Arue
Notes:
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.
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.
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Library
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Repository
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Fumbus, Yoon,
Den Of Iniquity
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Flenta 1001 by yamasaki |

Charisma 5+1=6 using Boots of Friendly Terrain: 1d6 + 1d8 ⇒ (2) + (2) = 4
Using reroll perk on the d8...
Charisma 5+1=6 using Boots of Friendly Terrain: 2 + 1d8 ⇒ 2 + (5) = 7
Flenta guards the Manor!
Hand: Heavy Crossbow, Armor of the Sands, Call Weapon, Blessing of Pharasma,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Current Location: the Manor
Hero Points: 0
Reroll Perk: Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Boat if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Greatsword, Greatclub, Shock Glaive +1, Topaz of Strength, Burning Snot, Bestiary of Garund, Spiked Chain +1
Recharged: Detect Magic, Blessing of Gorum, Boots of Friendly Terrain,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Fumbus by Redelia |
Fumbus uses Arushalae's gift and his blessing of the gobs on the BYA wisdom check.
3d4 ⇒ (1, 2, 2) = 5
success, but barely.
Now he fights the imp, using his horsechopper and Flenta's blessing. He also discards his blast stone to add 1d4 and the acid trait to the combat.
combat DC 10: 2d6 + 1d10 + 1d4 ⇒ (3, 3) + (7) + (2) = 15
villain is defeated, and can't escape.

BR Mork |
DEVELOPMENT:
You’ve restored some measure of order to the docks. During the commotion, several boats slipped away with citizens who jumped the lines and are likely, at this moment, paying all their coin to greedy ship captains for “exclusive passage.”
“We’re establishing a priority system for the ships,” the knight explains to you. “Ships with the largest capacity for evacuees get priority. Other ships must wait their turns. It’s going to be a lot slower to get the evacuees out, but we shouldn’t get a brawl like the last one.”
You can’t help but think a solution that results in slower evacuations is a mistake. Perhaps the dock fight was no coincidence, but part of a larger scheme you don’t yet see. You can’t leave yet; you’ve got to get to the bottom of this mystery.
SCENARIO REWARD:
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
ACQUIRED CARDS:
Spell 0 Detect Magic
Armor 1 Slick Leather
Item 1 Boots Of Friendly Terrain
Item 0 Caltrops
Item 0 Holy Symbol
Item 0 Token Of Remembrance
Ally 0 Lookout
Blessing 1 Nethys’s Duality
Blessing 1 The Empty Throne

BR Mork |
6-1C: To Seek the Devil’s Doorstep
Viora Skedrin, the ranking leader in the Pathfinder lodge in Vellumis, has strongly suggested you evacuate the city. Yet you spotted a devil provoking violence at the docks, and you suspect there’s something more than a malicious imp at work. You’ve heard that the Whispering Way, an organization of cultists who serve the Whispering Tyrant, might be active in the city. Most members of this secretive cult pose as townsfolk with careers that put them in touch with the dead, but the Whispering Way attracts evil scholars and nihilists of all types. The city’s recent spate of unexplained fires may well be their handiwork, and you wouldn’t put devil-summoning past them. If you follow the devils, you might find the Whispering Way, or whoever else is behind the flames. There are too many places to hide in a city where ragged refugees are common and locals evacuate the city in increasing numbers each day.
It takes a few days of running down leads and researching rumors, but you’ve determined that most of the devil sightings are in the city’s academic district. There, laboratories and academies are common, and marble-clad manors overlook the city with stately grace. So you prepare for a stakeout of the academic district, where well-manicured shrubberies and ornate plazas provide ample places to loiter discreetly. It’s a far cry from busting heads in the Laborer’s Market, but your targets are much slipperier than overeager looters.
Late in the evening, you spy a strange creature flitting from rooftop to rooftop. It has the torso of a fat baby and the lower body of an oversized housefly. This is an accuser devil, of a kind frequently summoned by mortals to serve as spies or saboteurs. You’re on the right track. The devil flits away from you, but you know its master must be nearby. By questioning some locals and keeping an eye out for evidence of devil sightings, you should be able to pinpoint the center of diabolic activity.
At worst, you’ll have to capture and interrogate a fanged devil-baby. Put that way, though, you’d rather be back to catching looters.
LOCATIONS:
1-Base
1-Academy
1-Bank of Abadar
1-Reading Room
2-Library
3-Laboratory
4-Chamber
5-Rooftops
6-Office
SETUP:
STORY BANES:
DURING THIS SCENARIO:

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1C: To Seek the Devil’s Doorstep
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Monster 1
Traits
Animal
Check
Combat
11
OR
Perception
Survival
6
Powers
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Monster 1
Traits
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 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
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.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
9
Powers
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Barrier 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 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 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.
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 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
Spear
Melee
Piercing
2-handed
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
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 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 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
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 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
4
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Item 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 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
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 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
Trigger
Human
Rogue
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Ally 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 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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
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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Turn: 1 Kess/redeux
Top of Blessing Discard Pile: The Owl - When this is the hour: Your Survival check is blessed.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessings Remaining: 29
Blessings Deck
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessing 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 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: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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
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
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 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
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: 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: 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 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
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Blessing 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.
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
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 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: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Academy
Traits: Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M:2 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:2
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
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.
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
14
Powers
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
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.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Barrier 1
Traits
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
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Bank Of Abadar
Traits: Sacred, Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M:0 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:1 ?:2
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
Proxy 0
Traits
Check
None
0
Powers
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
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.
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:2
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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
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.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
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.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
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.
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Blessing 0
Traits
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.
Library
Traits: Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:2
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 1
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
8
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Laboratory
Traits: Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:2
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
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.
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ally 1
Traits
Halfling
Cleric
Check
Charisma
Diplomacy
6
OR
Bury A Boon
0
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
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.
Proxy 0
Traits
Check
None
0
Powers
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Proxy 0
Traits
Check
None
0
Powers
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.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Chambers
Traits: Underground, Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:2
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.
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.
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Proxy 0
Traits
Check
None
0
Powers
Monster 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
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.
Proxy 0
Traits
Check
None
0
Powers
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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.
Rooftops
Traits: Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M:1 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:2
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.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
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.
Ally 0
Traits
Human
Bard
Check
Charisma
Diplomacy
4
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
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 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
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.
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.
Office
Traits: Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:0 Ba:3 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
Ally 0
Traits
Human
Arcanist
Check
Charisma
Diplomacy
Knowledge
4
Powers
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Proxy 0
Traits
Check
None
0
Powers
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
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.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

Lazzero 125136-1009 |

Lazzero starts in the reading room.
Hand: Detect Good, Blessing of Shax, Hammer, Dog, Dread Bolt,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Corroded Helm, Cure, Torch, Blessing of Belial, Signal Whistle, Blessing of Dispater, Longspear, Jinx Eater, Circle of Law, Scale Mail, Blessing of Abraxas
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.

Yoon by Nick Wasko |

Yoon will start in the Chambers.
"
Hand: Haki Stick, Blessing of Sarenrae, Blessing of the Gods 1, Sign of the Pack, Clinging Venom,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Office if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of the Gods 2, Compass, Possession, Blessing of the Gods 3, Fan of Flames, Fire Ward Gel, Blessing of Cayden Cailean, Kami Medium, Gom-Gom, Elemental Ascetic, Searing Flesh
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

![]() |

Starting at the office for Arue
"
Hand: Arueshalae's Gift, Grave Tender, Bracers of Protection (core), Thieves Tools (core), Hand Crossbow, BotArchdevils2,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4+1 to their checks that used the marked skill 1 of str dex con wis int or cha
Movement: Move to library or acadmey
Other: Gift is available
Middle of Deck (Unknown Order): Blessing of Baphomet, Caltrop bead, Magic Chain Shirt (core), Blessing of Barbatos, BotGods1, Kopis, Hungry Ghost Monk, Jinx Eater, BotArchdevils1, Corrosive Dagger +1, Light Crossbow (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([X ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand

Fumbus by Redelia |
Fumbus goes to the Academy
Hand: Fire Sneeze, Conch Shell, Noxious Bomb, Blast Stone, Acid Flask, Blessing of the Gobs 2,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Reroll not used"
"
Middle of Deck (Unknown Order): Burning Snot, Dogslicer, Dogfinder, Doghide Armor, Blessing of the Gobs, Alchemist's Fire, Poog of Zarongel, Horsechopper, Memory Mud, Blessing of Lamashtu
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Craft: Intelligence +3
Arcane: Intelligence +1
Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8 ☐
Proficiencies:
{Alchemical}
POWERS:
On a local combat check ([]or a local check to defeat an Obstacle or Trap barrier) you may discard a card ([]or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X]On your check that invokes Acid, Fire, or Poison, add 1d6.

Kessilandrie Anicia VIastos |

start at office
Hand: Quartermaster, BotSamurai1, BotSamurai3, Retainer, Gambeson,
Displayed:
Deck: 11 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Gambeson
Traits: Light Armor, Basic
Powers: Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
Traits: Human, Pirate, Basic
Powers: Recharge this card to add 1d4 to your check to acquire a spell, an ally, or a blessing.
Recharge this card to add 1d8 to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.
Traits: Elf, Hireling
Powers: Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Displayed descriptions:
Explore
Ally 0
Traits
Human
Arcanist
Check
Charisma
Diplomacy
Knowledge
4
Powers
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
recharge retainer to add 1d4
Sage DC 4 diplo: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3 banished
display gambeson
EOT
Examine: Poison gas (no trigger)
RECOVERY
n/a
RESET
Hand: Quartermaster, BotSamurai1, BotSamurai3, Mattock, Iron Shield,
Displayed: Gambeson,
Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Iron Shield
Traits: Shield, Offhand
Powers: If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4 or a d6; take the new result. You may play another armor on this check.
Traits: Tool, Basic
Powers: Reveal this card to add 1d8 to your non-combat Strength check.
Recharge this card to use Strength or Melee in place of the listed skill in a check to defeat a barrier you encounter that has the Lock or Obstacle trait.
Traits: Human, Pirate, Basic
Powers: Recharge this card to add 1d4 to your check to acquire a spell, an ally, or a blessing.
Recharge this card to add 1d8 to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Displayed descriptions:
Gambeson
Traits: Light Armor, Basic
Powers: Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
TLDR
office card 1 (sage) banished
office card 2 (poison gas) examined.

Lazzero 125136-1009 |

Having lost on the armor, Lazzero will take an Item 0 for his upgrade.
It's the hour of the Survivor, and Lazzero first encounters a perplexing text.
Knowledge DC 8 (blessing of Shax): 2d10 + 2 ⇒ (4, 3) + 2 = 9
With profane blessing, Lazzero determines the text as the incantation for a frozen touch spell. He then casts Detect Good to look ahead and see another available spell to learn.
Recharge DC 6: 1d10 + 4 ⇒ (2) + 4 = 6
He sends his dog to retrieve the spell book and attempts to master the spell.
Divine DC 6: 1d10 + 4 ⇒ (4) + 4 = 8
He learns the spell and casts it immediately, encountering a new spell of an arcane bent. Cannot acquire, Invisibility banished.
Recharge DC 8: 1d10 + 4 ⇒ (1) + 4 = 5
With that, he slows down and plots his next move.
Hand: Scale Mail, Frozen Touch, Hammer, Jinx Eater, Dread Bolt,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Blessing of Belial, Potion of Ghostly Form, Corroded Helm, Blessing of Abraxas , Blessing of Dispater, Circle of Law, Cure, Longspear, Torch
Recharged: Detect Good,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.
TL;DR: First three cards banished, #2 (Locate Object) acquired, Random Spell #1 acquired.

Flenta 1001 by yamasaki |

Laboratory for Flenta.
Hand: Greatclub, Shock Glaive +1, Greatsword, Bestiary of Garund, Topaz of Strength,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Laboratory
Hero Points: 0
Reroll Perk: Not Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Library if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Call Weapon, Burning Snot, Armor of the Sands, Quartermaster, Spiked Chain +1, Blessing of Cayden Cailean, Flame Staff, Shield Cloak, Blessing of Gorum, Mind Thrust, Blessing of Pharasma
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1C: To Seek the Devil’s Doorstep
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Monster 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Monster 0
Traits
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 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 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.
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
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 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
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 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 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Spell 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
Divine
Check
Wisdom
Divine
6
Powers
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
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
Attack
Fire
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 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.
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 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Item 1
Traits
Object
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Item 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
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.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Ally 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 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
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
Suit: Stars
Harrow
Veteran
Check
Wisdom
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard an ally, recharge it instead.
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Turn: 3 Yoon/Nick
Top of Blessing Discard Pile: Prayer - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Remaining: 27
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 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: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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
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
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 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
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: 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: 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 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
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Blessing 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.
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
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 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: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Academy
Traits: Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M:2 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:2
Located here: Fumbus
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
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.
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
14
Powers
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
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.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Barrier 1
Traits
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
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Bank Of Abadar
Traits: Sacred, Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M:0 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:1 ?:2
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
Proxy 0
Traits
Check
None
0
Powers
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
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.
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:3 ?:2
Located here: Lazzero
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
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.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
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.
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Blessing 0
Traits
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.
Library
Traits: Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:2
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 1
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
8
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Laboratory
Traits: Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Flenta
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
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.
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ally 1
Traits
Halfling
Cleric
Check
Charisma
Diplomacy
6
OR
Bury A Boon
0
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
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.
Proxy 0
Traits
Check
None
0
Powers
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Proxy 0
Traits
Check
None
0
Powers
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.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Chambers
Traits: Underground, Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:2
Located here: Yoon
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.
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.
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Proxy 0
Traits
Check
None
0
Powers
Monster 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
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.
Proxy 0
Traits
Check
None
0
Powers
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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.
Rooftops
Traits: Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M:1 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:2
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.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
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.
Ally 0
Traits
Human
Bard
Check
Charisma
Diplomacy
4
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
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 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
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.
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.
Office
Traits: Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:0 Ba:3 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Arue, Kess
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.
Proxy 0
Traits
Check
None
0
Powers
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.
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Proxy 0
Traits
Check
None
0
Powers
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
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.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

Yoon by Nick Wasko |

It is the Hour of Prayer, and Yoon begins exploring the Chambers. She encounters a flask of liquid.
Intelligence 5: 1d6 ⇒ 1 Antiplague shuffled into location, per Chambers power.
The contents smell off to Yoon, so she casts it aside. She calls on the Gods to give her strength. Discard Blessing of Gods to explore.
Random Card: 1d11 ⇒ 6
She finds a shimmering cape.
Dexterity 8: 1d10 ⇒ 1 Cape of Escape shuffled into location, per Chambers power.
Yoon tries to catch the cape, but it blows away. She calls on the Sign of the Pack for additional guidance. Discard Sign of the Pack to explore.
Random Card: 1d11 ⇒ 1
She turns and finds the same flask of foul-smelling fluid.
Intelligence 5: 1d6 ⇒ 6 Antiplague acquired.
Recalling another child's assurance that foul-smelling fluid is medicine, Yoon takes the jar. She then calls on Sarenrae for endurance. Discard Blessing of Sarenrae to explore.
Random Card: 1d10 + 1 ⇒ (4) + 1 = 5
She runs afoul of a rat swarm! Calling upon her magic, she blasts it with fire. Reveal Clinging Venom to use Fortitude +1d8 with Attack trait (Rat Swarm vulnerable) for Combat check.
Combat 9 (13 banish): 1d10 + 1d8 + 3 + 4 ⇒ (2) + (4) + 3 + 4 = 13 Rat Swarm banished.
Yoon's fiery wrath scatters the rats. With her power spent, Yoon rests. Reset hand, end turn.
"
Hand: Haki Stick, Antiplague, Clinging Venom, Compass, Searing Flesh,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Office if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Blessing of the Gods 2, Blessing of the Gods 3, Elemental Ascetic, Kami Medium, Possession, Fire Ward Gel, Fan of Flames, Gom-Gom
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
TL;DR: Chambers card 1 acquired, card 5 banished, location deck shuffled.

Flenta 1001 by yamasaki |

It is the hour of the Sands of the Hour (...). Flenta tries to look for that devil child in the Laboratory. Instead he finds a group of street urchins.
Wisdom 5 using Topaz of Strength (recharged): 1d10 ⇒ 2 They tried to pick her pockets but poor Flenta is destitute so they got nothing, and in return the Cutpurse Gang tossed her Acid they had earlier pilfered from the place, making her drop her Greatsword.
Barrier reshuffled in location due to failed check.
She regains her bearings, rearming herself and finds Laboratory card: 1d11 ⇒ 6 Drowning Mud up ahead.
Hand: Greatclub, Shock Glaive +1, Blessing of Cayden Cailean, Bestiary of Garund, Call Weapon,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Current Location: Laboratory
Hero Points: 0
Reroll Perk: Not Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Library if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Quartermaster, Spiked Chain +1, Mind Thrust, Shield Cloak, Armor of the Sands, Burning Snot, Blessing of Gorum, Blessing of Pharasma, Flame Staff
Recharged: Topaz of Strength,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
TLDR Laboratory card 1 shuffled in location; card 6 on top examined.

BR Mork |
During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot
During This Scenario: 6-1C: To Seek the Devil’s Doorstep
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
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 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 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 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
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Barrier 1
Traits
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Weapon 0
Traits
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 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
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
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 1
Traits
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.
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
Divine
Check
Wisdom
Divine
6
Powers
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Display. While displayed:
• When you suffer damage, you may banish to reduce it by 5.
• At the end of the scenario, banish.
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
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.
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
Shield
Offhand
Check
Constitution
Fortitude
4
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 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.
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 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 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Item 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 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
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 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Ally 0
Traits
Human
Ranger
Check
Charisma
Diplomacy
Ranged
4
Powers
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Ally 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.
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: 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: 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
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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Turn: 5 Arueshalae/Merisal The Risen
Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 25
Blessings Deck
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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
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
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 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 1
Traits
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: 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: 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 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
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Blessing 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.
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
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 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: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Academy
Traits: Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M:2 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:2
Located here: Fumbus
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
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.
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
14
Powers
Immune to Fire and Poison.
Resistant to Acid.
Before acting, suffer 1 Acid damage.
If undefeated, suffer the scourge Wounded.
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.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Barrier 1
Traits
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
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Bank Of Abadar
Traits: Sacred, Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M:0 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:1 ?:2
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Story Bane Monster 1
Traits
Outsider
Devil
Check
Combat
10
OR
Arcane
Divine
7
Powers
Immune to Fire and Poison.
Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated.
If undefeated, suffer the scourge Poisoned.
Proxy 0
Traits
Check
None
0
Powers
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
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.
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:3 ?:2
Located here: Lazzero
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
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.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
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.
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Blessing 0
Traits
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.
Library
Traits: Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:2
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 1
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
8
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Laboratory
Traits: Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Flenta
Notes: Cutpurse Gang
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.
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.
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.
Proxy 0
Traits
Check
None
0
Powers
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Proxy 0
Traits
Check
None
0
Powers
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Ally 1
Traits
Halfling
Cleric
Check
Charisma
Diplomacy
6
OR
Bury A Boon
0
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Chambers
Traits: Underground, Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M:0 Ba:2 W:0 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:2
Located here: Yoon
Notes: Cape Of Escape
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Proxy 0
Traits
Check
None
0
Powers
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
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.
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.
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.
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.
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Proxy 0
Traits
Check
None
0
Powers
Rooftops
Traits: Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M:1 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:2
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.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
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.
Ally 0
Traits
Human
Bard
Check
Charisma
Diplomacy
4
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
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 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
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.
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.
Office
Traits: Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:0 Ba:3 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Arue, Kess
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.
Proxy 0
Traits
Check
None
0
Powers
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.
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Proxy 0
Traits
Check
None
0
Powers
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
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.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

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The hour of benefaction
Arue is curious about the poison gas in the office she gets out her thieves tools to trap the gas
disable 7: 2d8 + 2 ⇒ (1, 8) + 2 = 11
She asks grave tender to find what was so interesting in this office that it was guarded by a trap
The grave tender finds some cultists
Using her devilish streak she tries to sweet talk the cultists Blessing of archdevils discarded
diplomacy 9: 2d12 + 4 ⇒ (11, 4) + 4 = 19
They decide to contact Arues friend in the watch for a place on the boat
Draw blessing of baphomet for defeating a monster (grave tender)
She also asks them if there is any evidence that needs to be taken care of (close check)
diplomacy 6: 1d12 + 4 ⇒ (2) + 4 = 6
Evidence displayed at office
finds frog and throwing axe then evidence
end of term examine 5 is frog: 1d7 + 3 ⇒ (2) + 3 = 5
location shuffled Frog is top card at office cards 1,2 and 5 dealt with Evidence displayed
"
Hand: Arueshalae's Gift, Blessing of Baphomet, Bracers of Protection (core), Thieves Tools (core), Hand Crossbow,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4+1 to their checks that used the marked skill 1 of str dex con wis int or cha
Movement: Move to library or acadmey
Other: Gift is available Blessing of Baphomet Discard this card to add 2 dice to any check attempted during the first exploration of a turn
Middle of Deck (Unknown Order): Blessing of Barbatos, Hungry Ghost Monk, Jinx Eater, BotArchdevils2, Corrosive Dagger +1, Light Crossbow (Core), BotGods1, Magic Chain Shirt (core), Kopis, Caltrop bead
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([X ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand