[PACS] Year of Rotting Ruins [MorkXII] (Inactive)

Game Master MorkXII


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During This Adventure: 6-1: City of Sails and Shrouds
Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

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

    Monster 2
    Spoiler:
    Rat Swarm
    Monster 0

    Traits
    Animal
    Swarm

    Check
    Combat
    9

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

    Monster 3
    Spoiler:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Monster 4
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

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

    Monster 5
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Barrier 2
    Spoiler:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Barrier 3
    Spoiler:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Barrier 4
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

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

    Barrier 5
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 2
    Spoiler:
    Rapier
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    5

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

    Weapon 3
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Weapon 4
    Spoiler:
    Battleaxe
    Weapon 0

    Traits
    Axe
    Melee
    Slashing

    Check
    Strength
    Melee
    6

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

    Weapon 5
    Spoiler:
    Dogslicer
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

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

    Spell 2
    Spoiler:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

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

    Spell 3
    Spoiler:
    Force Missile
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4.
    On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 4
    Spoiler:
    Magic Eye
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    7

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

    Spell 5
    Spoiler:
    Invisibility
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

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

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 2
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Armor 3
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 4
    Spoiler:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 5
    Spoiler:
    Hide Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    Survival
    3

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Random Items:
    Item 1
    Spoiler:
    Balmberry
    Item 0

    Traits
    Plant
    Alchemical

    Check
    Wisdom
    Divine
    Survival
    6

    Powers
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Item 2
    Spoiler:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Item 3
    Spoiler:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Item 4
    Spoiler:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Item 5
    Spoiler:
    Compass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Random Allies:
    Ally 1
    Spoiler:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    Ally 2
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

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

    Ally 3
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Ally 4
    Spoiler:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

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

    Ally 5
    Spoiler:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

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

    Blessing 3
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessing 4
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessing 5
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Turn: 6 Fumbus/Redelia

    Top of Blessing Discard Pile: Abadar’s Law - When this is the hour: On your check to close or to guard, add 1d4.

    Top Blessing:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Kess)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 2 (Turn 8 Lazzero)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 9 Yoon)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    Blessings Deck Card 4 (Turn 10 Flenta)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 11 Arueshalae)
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessings Deck Card 6 (Turn 12 Fumbus)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 7 (Turn 13 Kess)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 14 Lazzero)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 9 (Turn 15 Yoon)
    Spoiler:
    The Empty Throne
    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.

    Blessings Deck Card 10 (Turn 16 Flenta)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 11 (Turn 17 Arueshalae)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 12 (Turn 18 Fumbus)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 19 Kess)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 14 (Turn 20 Lazzero)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 15 (Turn 21 Yoon)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 16 (Turn 22 Flenta)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 23 Arueshalae)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 18 (Turn 24 Fumbus)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 19 (Turn 25 Kess)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 20 (Turn 26 Lazzero)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 21 (Turn 27 Yoon)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 22 (Turn 28 Flenta)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 23 (Turn 29 Arueshalae)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 24 (Turn 30 Fumbus)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    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

    Academy Card 1:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

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

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

    Academy Card 2:
    Fool’s Gold
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    7

    Powers
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.

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

    Academy Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Academy Card 4:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Academy Card 5:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

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

    Academy Card 6:
    Accuser Devil
    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.

    Academy Card 7:
    Ambush
    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.

    Academy Card 8:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Academy Card 9:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Academy Card 10:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Academy Card 11:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    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

    Bank Of Abadar Card 1:
    Plague Mask
    Item 0

    Traits
    Accessory

    Check
    Intelligence
    Craft
    4

    Powers
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

    Bank Of Abadar Card 2:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

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

    Bank Of Abadar Card 3:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 4:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 5:
    Diabolical Imp
    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.

    Bank Of Abadar Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 7:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 8:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 9:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 10:
    Revitalize
    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.

    Bank Of Abadar Card 11:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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

    Reading Room Card 1:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room Card 3:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Reading Room Card 4:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Reading Room Card 5:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 6:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 7:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Reading Room Card 8:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    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

    Library Card 1:
    Caltrops
    Item 0

    Traits
    Object

    Check
    Dexterity
    Disable
    4

    Powers
    When a local character encounters a monster, discard; they evade it.

    Library Card 2:
    Harrow Deck
    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.

    Library Card 3:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Library Card 4:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 5:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 8:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Library Card 9:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 10:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 11:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    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

    Laboratory Card 1 - Drowning Mud:
    Drowning Mud
    Barrier 1

    Traits
    Obstacle

    Check
    Strength
    Survival
    6
    OR
    Constitution
    Fortitude
    8

    Powers
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Laboratory Card 2:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Laboratory Card 3:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 5:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 6:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 8:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 9:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 10:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 11:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    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

    Chambers Card 1:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 5:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 6:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 7:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 8:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 9:
    Henchman Proxy B
    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

    Rooftops Card 1:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Rooftops Card 2:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    • When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Rooftops Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Rooftops Card 4:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Rooftops Card 5:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Rooftops Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 8:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 9:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 10:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Rooftops Card 11:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    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:2 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:0
    Located here: Arue, Kess
    Notes: Proxy B displayed

    Office Card 1 - Frog:
    Frog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Office Card 2:
    Throwing Axe
    Weapon 0

    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

    Office Card 3:
    Charm Person
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

    Office Card 4:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

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

    Office Card 5:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Office Card 6:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

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

    Office Card 7:
    Flame Staff
    Item 0

    Traits
    Staff
    Magic
    Attack
    Fire

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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.


  • chuffy deck handler

    Chuffy meets up with Fumbus at the academy Whats Happening FUMBUS As the goblins explore Chuffys racket attracts a mercenary

    Fumbus decides some acid will make the nasty human go away

    ranged dc 12: 1d10 + 2 + 2d6 + 1d6 ⇒ (3) + 2 + (5, 2) + (3) = 15

    Acid flask in recovery free explore as first card was not a spell and finds a tutor Well that was one way of dealing with that thug but let me show you a spell with more finesse

    Fumbus tries to understand the spell arcane 7: 1d8 + 1 ⇒ (6) + 1 = 7

    Fumbus learns the spell Fools gold

    With no further explores Fumbus examines the top card and finds some evidence

    playing Arues gift to help with the intelligence check

    intelligence 11: 2d8 + 1d4 + 1 ⇒ (8, 1) + (3) + 1 = 13

    Evidence Proxy B displayed at academy

    acid flask recovery 6: 1d8 + 3 + 1d4 + 1 ⇒ (1) + 3 + (4) + 1 = 9

    "

    Fumbus wrote:

    Hand: Fire Sneeze, Conch Shell, Noxious Bomb, Blast Stone, Fool's Gold, 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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Doghide Armor, Dogfinder, Horsechopper, Blessing of the Gobs, Dogslicer, Blessing of Lamashtu, Burning Snot, Alchemist's Fire, Poog of Zarongel, Memory Mud
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    "

    Arues Gift Intelligence displayed by Fumbus

    Acid flask recharged
    Fools gold added to hand
    Top 3 cards at academy dealt with
    Proxy B displayed at academy


    Deck Handler

    explore

    Frog:

    Ally 0
    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Frog DC 4 fort: 1d8 + 1 ⇒ (3) + 1 = 4 acquired, good enough

    Discard Frog to explore

    Throwing Axe:

    Weapon 0
    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.


    Throwing Axe DC 6 melee: 1d10 + 3 ⇒ (1) + 3 = 4 banished

    EOT
    examine next card - Charm Person spell

    RECOVERY
    n/a

    RESET

    Kess, Aspiring Bruiser wrote:

    Hand: Quartermaster, BotSamurai1, BotSamurai3, Mattock, Iron Shield,

    Displayed: Gambeson,
    Deck: 10 Discard: 1 Buried: 0 Shirt Reroll Available: Y Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    STRENGTH d10 [X]+1 []+2 []+3 []+4
    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:

    "

    Card Descriptions:

    Hand descriptions:
    Iron Shield
    Spoiler:
    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.
    Mattock
    Spoiler:
    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.
    Quartermaster
    Spoiler:
    Quartermaster
    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.
    BotSamurai1
    Spoiler:
    BotSamurai1
    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.
    BotSamurai3
    Spoiler:
    BotSamurai3
    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
    Spoiler:
    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.
    "


    Lazzero Spreadsheet

    It's the hour of Calistria's Sting. Lazzero spies a cultist ahead, and moves to challenge it.

    Combat DC 12 (dread bolt): 1d10 + 4 + 2d4 ⇒ (6) + 4 + (4, 4) = 18

    A surge of divine power lays low the cultist. Lazzero recites benefaction over the fallen foe and closes the reading room. Automatically acquire Benefaction (Blessing #1; d10+4 vs DC 5).

    Lazzero wrote:

    Hand: Scale Mail, Frozen Touch, Hammer, Jinx Eater, Benefaction,

    Displayed:
    Deck: 11 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Torch, Blessing of Belial, Circle of Law, Longspear, Blessing of Dispater, Detect Good, Blessing of Abraxas , Blessing of Shax, Cure, Potion of Ghostly Form, Corroded Helm
    Recharged:
    Discard Pile: Dread Bolt, Dog, Locate Object,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ArmorsWeapons
    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.

    Reading Room closed. If move is automatic, move to and examine the top card of Library, per scenario power.


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Monster 2
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, discard a random ally; the difficulty is increased by its level.

    Monster 3
    Spoiler:
    Werewolf
    Monster 1

    Traits
    Lycanthrope

    Check
    Combat
    11
    OR
    Knowledge
    7

    Powers
    If the hour’s level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Monster 4
    Spoiler:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

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

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

    Monster 5
    Spoiler:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

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

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

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

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

    Barrier 2
    Spoiler:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Barrier 3
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Barrier 4
    Spoiler:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

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

    Weapon 2
    Spoiler:
    Sword Cane
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    Finesse

    Check
    Strength
    Melee
    Stealth
    6

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    Weapon 3
    Spoiler:
    Scythe
    Weapon 0

    Traits
    Scythe
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    9

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

    Weapon 4
    Spoiler:
    Throwing Axe
    Weapon 0

    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    7

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

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

    Spell 2
    Spoiler:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Candlelight
    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 4
    Spoiler:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

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

    Spell 5
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

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

    Armor 2
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

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

    Armor 3
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 4
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

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

    Armor 5
    Spoiler:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Wand Of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.

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

    Item 2
    Spoiler:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Item 3
    Spoiler:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Item 4
    Spoiler:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Item 5
    Spoiler:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Random Allies:
    Ally 1
    Spoiler:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

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

    Ally 2
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

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

    Ally 3
    Spoiler:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    Ally 4
    Spoiler:
    Merchant
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Ally 5
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessing 2
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 3
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessing 4
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Turn: 8 Lazzero/Chris

    Top of Blessing Discard Pile: Calistria’s Sting - When this is the hour: You may avenge by discarding a card.

    Top Blessing:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Yoon)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    Blessings Deck Card 2 (Turn 10 Flenta)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 11 Arueshalae)
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessings Deck Card 4 (Turn 12 Fumbus)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 5 (Turn 13 Kess)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 14 Lazzero)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 7 (Turn 15 Yoon)
    Spoiler:
    The Empty Throne
    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.

    Blessings Deck Card 8 (Turn 16 Flenta)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 9 (Turn 17 Arueshalae)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 10 (Turn 18 Fumbus)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 19 Kess)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 12 (Turn 20 Lazzero)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 13 (Turn 21 Yoon)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 14 (Turn 22 Flenta)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 23 Arueshalae)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 16 (Turn 24 Fumbus)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 17 (Turn 25 Kess)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 18 (Turn 26 Lazzero)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 19 (Turn 27 Yoon)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 20 (Turn 28 Flenta)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 21 (Turn 29 Arueshalae)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 22 (Turn 30 Fumbus)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    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:1 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Fumbus
    Notes: Proxy B displayed

    Academy Card 1:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Academy Card 2:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

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

    Academy Card 3:
    Accuser Devil
    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.

    Academy Card 4:
    Ambush
    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.

    Academy Card 5:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Academy Card 6:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Academy Card 7:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Academy Card 8:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    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

    Bank Of Abadar Card 1:
    Plague Mask
    Item 0

    Traits
    Accessory

    Check
    Intelligence
    Craft
    4

    Powers
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

    Bank Of Abadar Card 2:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

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

    Bank Of Abadar Card 3:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 4:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 5:
    Diabolical Imp
    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.

    Bank Of Abadar Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 7:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 8:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 9:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 10:
    Revitalize
    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.

    Bank Of Abadar Card 11:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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 ?:0
    Located here: Lazzero
    Notes: Proxy B displayed

    Reading Room Card 1:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Reading Room Card 2:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Reading Room Card 3:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Reading Room Card 4:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 5:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 6:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    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

    Library Card 1:
    Caltrops
    Item 0

    Traits
    Object

    Check
    Dexterity
    Disable
    4

    Powers
    When a local character encounters a monster, discard; they evade it.

    Library Card 2:
    Harrow Deck
    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.

    Library Card 3:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Library Card 4:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 5:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 8:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Library Card 9:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 10:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 11:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    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

    Laboratory Card 1 - Drowning Mud:
    Drowning Mud
    Barrier 1

    Traits
    Obstacle

    Check
    Strength
    Survival
    6
    OR
    Constitution
    Fortitude
    8

    Powers
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Laboratory Card 2:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Laboratory Card 3:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 5:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 6:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 8:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 9:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 10:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 11:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    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

    Chambers Card 1:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 5:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 6:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 7:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 8:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 9:
    Henchman Proxy B
    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

    Rooftops Card 1:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Rooftops Card 2:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    • When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Rooftops Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Rooftops Card 4:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Rooftops Card 5:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Rooftops Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 8:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 9:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 10:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Rooftops Card 11:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    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:2 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:0
    Located here: Arue, Kess
    Notes: Proxy B displayed

    Office Card 1 - Charm Person:
    Charm Person
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

    Office Card 2:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

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

    Office Card 3:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Office Card 4:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

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

    Office Card 5:
    Flame Staff
    Item 0

    Traits
    Staff
    Magic
    Attack
    Fire

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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's Deck; Female Human Kineticist

    NOTE: Forgot to examine top card of my location deck at the end of my turn, but since no one came to the Chambers I can do that now: top card is a Leech.

    It is the Hour of Gorum's Iron (non-Attack combat checks add 1 to result), and Yoon skips over to the Office. She sees the scroll identified by Kess.

    Arcane 6: 1d8 ⇒ 6 Charm Person acquired; buried to draw a new ally with Diplomacy in its check to acquire (Random Ally 4 - Merchant)

    She gives the enchanted scroll a test-run, and accidentally bewitches a nearby merchant! The merchant explores on Yoon's behalf. Discard Merchant to explore, add 1d4 to checks to acquire during this exploration. It is an Ill Tidings, which forces Yoon to flexx her less-than-impressive muscles. Cannot defeat barrier - Gorum's Iron is banished, it is now the hour of Shelyn's Song and Ill Tidings is shuffled back into location. She uses her compase to explore further. Discard Compass to explore.

    Random Card: 1d4 + 1 ⇒ (3) + 1 = 4

    The hour aligns with Yoon, as a Monteback attempts to grift her! Kess recharges Blessing of the Samurai to add 1 die to Charisma check.

    Charisma 6: 2d4 ⇒ (2, 1) = 3 Monteback undefeated, Yoon takes 3 damage and must bury top card of deck (Elemental Ascetic)

    The scoundrel takes advantage of Yoon's naiveté, leaving her dispondent. Reset hand, end turn.
    "

    Yoon wrote:

    Hand: Searing Flesh, Blessing of the Gods 2, Blessing of Cayden Cailean, Blessing of the Gods 3, Gom-Gom,

    Displayed:
    Deck: 4 Discard: 8 Buried: 2
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Ward Gel, Kami Medium, Possession, Fan of Flames
    Recharged:
    Discard Pile: Blessing of the Gods 1, Sign of the Pack, Blessing of Sarenrae, Merchant, Compass, Haki Stick, Antiplague, Clinging Venom,
    Buried Pile: Charm Person, Elemental Ascetic,

    Skills and Powers:
    SKILLS
    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: Yoon acquires Office card 1 + random ally 4, top card of blessing deck banished, Kess recharges 1 Blessing of the Samurai, Yoon buries a card and only has 4 left in her deck.


    Spreadsheet

    It is the hour of Shelyn's Song at the Laboratory. Flenta is aware of the dangerous Drowning Mud up ahead, and tries to wade through it with her strength and Cayden Cailean's blessing. Strength 6: 3d10 ⇒ (2, 10, 6) = 18

    She wanted to explore some more but Cayden can't help her anymore; she sees though what's up ahead: a Spyglass.

    Flenta wrote:

    Hand: Greatclub, Shock Glaive +1, Shield Cloak, Bestiary of Garund, Call Weapon,

    Displayed:
    Deck: 9 Discard: 2 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flame Staff, Armor of the Sands, Mind Thrust, Quartermaster, Blessing of Gorum, Blessing of Pharasma, Burning Snot, Spiked Chain +1
    Recharged: Topaz of Strength,
    Discard Pile: Greatsword, Blessing of Cayden Cailean,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    Dark Archive

    Deck Handler 9251-1013 Arueshalae’s gift is bestowed on a character giving 1d4 to one of str Dex con int wis cha until start of Arueshalae’s next turn

    It is the hour of the lost

    Arue recovers her gift and heads for the bank of abadar

    She finds a plague mask

    intel 4: 1d6 ⇒ 1

    Ends turn top card is bastion boots

    "

    Arueshalae wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Jinx Eater, Hungry Ghost Monk, Magic Chain Shirt (core), BotGods1, Corrosive Dagger +1, Blessing of Barbatos, Caltrop bead, Light Crossbow (Core), Kopis, BotArchdevils2
    Recharged:
    Discard Pile: Grave Tender, BotArchdevils1,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Demonling
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    8
    OR
    Arcane
    Knowledge
    6

    Powers
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Monster 2
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

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

    Monster 3
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

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

    Monster 5
    Spoiler:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Random Barriers:
    Barrier 1
    Spoiler:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Barrier 2
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Barrier 3
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Barrier 4
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Barrier 5
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

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

    Weapon 2
    Spoiler:
    Rapier
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    5

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

    Weapon 3
    Spoiler:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

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

    Weapon 4
    Spoiler:
    Longsword
    Weapon 0

    Traits
    Sword
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Weapon 5
    Spoiler:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

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

    Random Spells:
    Spell 1
    Spoiler:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

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

    Spell 2
    Spoiler:
    Viper Strike
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spell 3
    Spoiler:
    Enhance
    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 4
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

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

    Spell 5
    Spoiler:
    Sanctuary
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Armor 2
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

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

    Armor 3
    Spoiler:
    Magic Leather Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 4
    Spoiler:
    Hide Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    Survival
    3

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Armor 5
    Spoiler:
    Chain Shirt
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

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

    Random Items:
    Item 1
    Spoiler:
    Wand Of Acid Burst
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat or Disable check, bury or banish to use Arcane + 2d4.

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

    Item 2
    Spoiler:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Item 3
    Spoiler:
    Spider Venom
    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 4
    Spoiler:
    Token Of Remembrance
    Item 0

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Item 5
    Spoiler:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Random Allies:
    Ally 1
    Spoiler:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

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

    Ally 2
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

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

    Ally 3
    Spoiler:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

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

    Ally 4
    Spoiler:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

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

    Ally 5
    Spoiler:
    Bodyguard
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Fortitude
    6

    Powers
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Random Blessings:
    Blessing 1
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, the first item or ally played is played freely.

    When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Blessing 3
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

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

    Blessing 4
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

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

    Blessing 5
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 12 Fumbus/Redelia

    Top of Blessing Discard Pile: Irori’s Mastery - When this is the hour: On your blessed check, you may reroll any dice showing 1.

    Top Blessing:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Kess)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 14 Lazzero)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 3 (Turn 15 Yoon)
    Spoiler:
    The Empty Throne
    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.

    Blessings Deck Card 4 (Turn 16 Flenta)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 5 (Turn 17 Arueshalae)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 6 (Turn 18 Fumbus)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 19 Kess)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 8 (Turn 20 Lazzero)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 9 (Turn 21 Yoon)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 10 (Turn 22 Flenta)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 23 Arueshalae)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 12 (Turn 24 Fumbus)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 25 Kess)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 14 (Turn 26 Lazzero)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 15 (Turn 27 Yoon)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 16 (Turn 28 Flenta)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 17 (Turn 29 Arueshalae)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 18 (Turn 30 Fumbus)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    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:1 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Fumbus
    Notes: Proxy B displayed

    Academy Card 1:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Academy Card 2:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

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

    Academy Card 3:
    Accuser Devil
    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.

    Academy Card 4:
    Ambush
    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.

    Academy Card 5:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Academy Card 6:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Academy Card 7:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Academy Card 8:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    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:2 Al:1 Bl:1 ?:2
    Located here: Arue,

    Bank Of Abadar Card 1 - Bastion Boots:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

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

    Bank Of Abadar Card 2:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 3:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 4:
    Diabolical Imp
    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.

    Bank Of Abadar Card 5:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 6:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 7:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 8:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 9:
    Revitalize
    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.

    Bank Of Abadar Card 10:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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 ?:0
    Located here: Lazzero
    Notes: Proxy B displayed

    Reading Room Card 1:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Reading Room Card 2:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Reading Room Card 3:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Reading Room Card 4:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 5:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 6:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    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

    Library Card 1:
    Caltrops
    Item 0

    Traits
    Object

    Check
    Dexterity
    Disable
    4

    Powers
    When a local character encounters a monster, discard; they evade it.

    Library Card 2:
    Harrow Deck
    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.

    Library Card 3:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Library Card 4:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 5:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 8:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Library Card 9:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 10:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 11:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    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:1 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:2
    Located here: Flenta
    Notes: Cutpurse Gang

    Laboratory Card 1 - Spyglass:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Laboratory Card 2:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 4:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 5:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 7:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 8:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 9:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 10:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    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
    Notes: Cape Of Escape

    Chambers Card 1 - Leech:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 5:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 6:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 7:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 8:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 9:
    Henchman Proxy B
    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

    Rooftops Card 1:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Rooftops Card 2:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    • When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Rooftops Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Rooftops Card 4:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Rooftops Card 5:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Rooftops Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 8:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 9:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 10:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Rooftops Card 11:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    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:2 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:0
    Located here: Kess, Yoon
    Notes: Proxy B displayed
    Mountebank, Ill Tidings

    Office Card 1 - Elixir Of Healing:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Office Card 2:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

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

    Office Card 3:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

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

    Office Card 4:
    Flame Staff
    Item 0

    Traits
    Staff
    Magic
    Attack
    Fire

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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.


  • Fumbus explores, finding a blessing.

    str, DC 4: 1d6 ⇒ 2
    He leaves it alone.

    Fumbus wrote:

    Hand: Fire Sneeze, Conch Shell, Noxious Bomb, Blast Stone, Fool's Gold (ncd), Blessing of the Gobs 2,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Reroll not used"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Horsechopper, Poog of Zarongel, Burning Snot, Memory Mud, Blessing of Lamashtu, Blessing of the Gobs, Dogslicer, Dogfinder, Alchemist's Fire, Doghide Armor
    Recharged: Acid Flask,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.


    Deck Handler

    BotSamurai recharges on a melee or ranged check which AFAICT yoon's check vs montebank was not. So blessing discarded

    hour: prayer - no effect

    explore

    Elixir Of Healing:

    Item 0
    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.


    Elixir of healing dc 4 int: 1d6 ⇒ 6 acquired

    Discard Quartermaster to explore

    Ill Tidings:

    Barrier 1
    Traits
    Curse

    Check
    None
    0

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

    The Foreign Trader:

    Blessing 1
    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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


    Foreign Trader DC 5 int: 1d6 ⇒ 6 acquired, barrier defeated.

    Discard BotSamurai3 to explore

    Mountebank:

    Barrier 0
    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

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


    Mountebank DC 6 diplo: 1d8 + 1 ⇒ (2) + 1 = 3 shirt reroll
    Mountebank DC 6 diplo: 1d8 + 1 ⇒ (6) + 1 = 7 defeated

    Disicard Foreign trader to explore. Flame Staff. Banish

    attempt to close. Use Yoons BotGods
    Office DC 6 diplo: 2d8 + 1 ⇒ (4, 2) + 1 = 7 location closed
    When closed, Kess recharges Iron shield from location power.

    Kess moves to Rooftops

    Then banishes elixir of healing to heal 1d4 + 1 ⇒ (1) + 1 = 2 quartermaster and frog

    EOT
    examine Pit Trap

    RECOVERY
    n/a

    RESET
    drew surgeon, use surgeon to heal foreign trader.

    Kess, Aspiring Bruiser wrote:

    Hand: BotSamurai2, Camel, Mattock, Guide,

    Displayed: Gambeson,
    Deck: 12 Discard: 2 Buried: 0 Shirt Reroll Available: N Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    STRENGTH d10 [X]+1 []+2 []+3 []+4
    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:

    "

    Card Descriptions:

    Hand descriptions:
    Mattock
    Spoiler:
    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.
    Guide
    Spoiler:
    Guide
    Traits: Human, Hireling
    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.
    Camel
    Spoiler:
    Camel
    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.
    BotSamurai2
    Spoiler:
    BotSamurai2
    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
    Spoiler:
    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 Closed
    Used Yoons BotGods
    Acquired Foreign Trader from blessing deck.


    Lazzero Spreadsheet

    It's the hour of the Foreign Trader. Lazzero travels to the library and explores, finding some caltrops.

    Dexterity DC 4: 1d4 ⇒ 2

    He ignores the scrap, and sends his jinx eater ahead and finds a Harrow deck.

    Wisdom DC 10: 1d10 + 1 ⇒ (4) + 1 = 5

    He ignores the heretical trinket, and follows his deity's will straight to a demonling.

    Wisdom DC 5: 1d10 + 1 ⇒ (8) + 1 = 9
    Knowledge DC 6: 1d10 + 2 ⇒ (4) + 2 = 6

    He swiftly invokes Asmodeus's justice and sends the fiend to the Abyss, and sees a good omen on the horizon. A blessing for a job well done.

    Lazzero wrote:

    Hand: Scale Mail, Frozen Touch, Hammer, Cure, Detect Good,

    Displayed:
    Deck: 8 Discard: 6 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Belial, Corroded Helm, Blessing of Dispater, Longspear, Blessing of Shax, Torch, Potion of Ghostly Form, Circle of Law
    Recharged:
    Discard Pile: Dread Bolt, Dog, Locate Object, Blessing of Abraxas , Jinx Eater, Benefaction,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ArmorsWeapons
    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: Moved to library, banished first three cards and examined fourth.


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Goblin Troublemaker
    Monster 0

    Traits
    Goblin

    Check
    Combat
    9

    Powers
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Monster 2
    Spoiler:
    Yeth Hound
    Monster 1

    Traits
    Outsider
    Animal

    Check
    Combat
    10

    Powers
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

    Monster 3
    Spoiler:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

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

    Monster 4
    Spoiler:
    Spider Swarm
    Monster 1

    Traits
    Vermin
    Swarm

    Check
    Combat
    10

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

    Monster 5
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Barrier 2
    Spoiler:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Barrier 3
    Spoiler:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

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

    Barrier 4
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

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

    Barrier 5
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Scimitar
    Weapon 0

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    7

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

    Weapon 2
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

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

    Weapon 3
    Spoiler:
    Earthbreaker
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Soothing Word
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    6

    Powers
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Harrowstrike
    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.

    Spell 4
    Spoiler:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

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

    Spell 5
    Spoiler:
    Candlelight
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

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

    Armor 2
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

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

    Armor 3
    Spoiler:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 4
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 5
    Spoiler:
    Magic Leather Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Random Items:
    Item 1
    Spoiler:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Item 2
    Spoiler:
    Codex
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    5

    Powers
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Item 3
    Spoiler:
    Blast Stone
    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 4
    Spoiler:
    Acid Flask
    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 5
    Spoiler:
    Token Of Remembrance
    Item 0

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

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

    Ally 2
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Ally 3
    Spoiler:
    Harrowed Society Student
    Ally 0

    Traits
    Human
    Arcanist
    Harrow

    Check
    Charisma
    Diplomacy
    6

    Powers
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Ally 4
    Spoiler:
    Korvosan Guard
    Ally 0

    Traits
    Perception
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    6
    OR
    Melee
    Ranged
    5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Ally 5
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 2
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

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

    Blessing 4
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessing 5
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Turn: 15 Yoon/Nick

    Top of Blessing Discard Pile: Cayden Cailean’s Revelry - When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Top Blessing:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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


    Blessings Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Flenta)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 2 (Turn 17 Arueshalae)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 18 Fumbus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 4 (Turn 19 Kess)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 5 (Turn 20 Lazzero)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 6 (Turn 21 Yoon)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 22 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 8 (Turn 23 Arueshalae)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 24 Fumbus)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 10 (Turn 25 Kess)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 11 (Turn 26 Lazzero)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 13 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 14 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    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:1 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Fumbus
    Notes: Proxy B displayed

    Academy Card 1:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

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

    Academy Card 2:
    Accuser Devil
    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.

    Academy Card 3:
    Ambush
    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.

    Academy Card 4:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Academy Card 5:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Academy Card 6:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Academy Card 7:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    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:2 Al:1 Bl:1 ?:2
    Located here: Arue,

    Bank Of Abadar Card 1 - Bastion Boots:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

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

    Bank Of Abadar Card 2:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 3:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 4:
    Diabolical Imp
    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.

    Bank Of Abadar Card 5:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 6:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 7:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 8:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 9:
    Revitalize
    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.

    Bank Of Abadar Card 10:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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 ?:0
    Notes: Proxy B displayed

    Reading Room Card 1:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Reading Room Card 2:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Reading Room Card 3:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Reading Room Card 4:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 5:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 6:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:1 ?:2
    Located here: Lazzero

    Library Card 1 - Good Omen:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 2:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 4:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 5:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Library Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 8:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    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:1 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:2
    Located here: Flenta
    Notes: Cutpurse Gang

    Laboratory Card 1 - Spyglass:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Laboratory Card 2:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 4:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 5:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 7:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 8:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 9:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 10:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    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
    Notes: Cape Of Escape

    Chambers Card 1 - Leech:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 5:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 6:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 7:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 8:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 9:
    Henchman Proxy B
    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
    Located here: Kess,

    Rooftops Card 1:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Rooftops Card 2:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    • When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Rooftops Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Rooftops Card 4:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Rooftops Card 5:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Rooftops Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 8:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 9:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 10:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Rooftops Card 11:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Office
    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: Yoon
    Notes:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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's Deck; Female Human Kineticist

    It is the Hour of Cayden Cailean’s Revelry, and Yoon skips off to the Rooftops. She realizes too late that she is very close to the edge. Pit trap or Random Barrier 1 - Poison Gas; stick with Pit Trap.

    Acrobatics 6: 1d8 + 2 ⇒ (2) + 2 = 4 Per Cayden Cailean’s Revelry, discard Gom-Gom to re-roll a die showing 1 or 2.
    Acrobatics 6: 1d6 + 2 ⇒ (4) + 2 = 6

    Yoon drops Gom-Gom but quickly regains her balance and skips off across the shingles. Free explore for defeating Pit Trap. She finds a strange vial in the gutter.

    Intelligence 5: 1d6 ⇒ 2 Elixir of Energy Resistance banished.

    Yoon is "smart" enough to know not to drink strange vials found on rooftops, and skips away. She calls on the gods to protect her. Discard Blessing of the Gods to explore. She finds a loop of leather.

    Dexterity 3: 1d8 ⇒ 7 Sling acquired.

    She immediately recognizes it as a Sling, and tucks it into her tunic. Feeling Cayden's blessing upon her, she continues to teeter along the rooftops. Recharge Blessing of Cayden Cailean to explore. She meets a troubadour, trying to escape from a window after a romantic affair went awry.

    Charisma 4: 1d8 ⇒ 6 Troubadour acquired.

    Yoon leads the scantily-clad performer to safety. In thanks, he shows her the way he got onto this rooftop. Discard Troubadour to explore, Charisma non-combat and Diplomacy non-combat checks add 1d6 this exploration. She finds sleepwalker teetering on the edge of the roof! Lost Local or Random Barrier 2 - Imps and House Drakes. Stick with Lost Local.

    Charisma 5: 1d8 + 1d6 ⇒ (3) + (3) = 6 Lost Local defeated.

    Yoon yanks the man back from the edge, and waking him with a start. Though happy the local is safe, she decides to rest and rekindle her energy. Reset hand (2 cards), take two cards from discard, bury 1, and shuffle the other into deck (bury troubadour, shuffle Compass).
    "

    Yoon wrote:

    Hand: Searing Flesh, Blessing of the Gods 2, Sling, Possession, Kami Medium,

    Displayed:
    Deck: 4 Discard: 9 Buried: 3
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fan of Flames, Fire Ward Gel, Compass
    Recharged: Blessing of Cayden Cailean,
    Discard Pile: Blessing of the Gods 1, Sign of the Pack, Blessing of Sarenrae, Merchant, Blessing of the Gods 3, Haki Stick, Antiplague, Clinging Venom, Gom-Gom,
    Buried Pile: Charm Person, Elemental Ascetic, Troubadour,

    Skills and Powers:
    SKILLS
    Strength d4 [ooc]☐ +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.

    "

    End of turn: examine top card of location deck: Evidence! Add 1d8 to check to defeat.

    Intelligence 11: 1d8 + 1d6 ⇒ (1) + (2) = 3 Undefeated, shuffled back into location deck.


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Swamp Ooze
    Monster 1

    Traits
    Ooze
    Acid

    Check
    Combat
    9

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

    Monster 2
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Monster 3
    Spoiler:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

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

    Monster 4
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, discard a random ally; the difficulty is increased by its level.

    Monster 5
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Barrier 2
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

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

    Barrier 3
    Spoiler:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

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

    Barrier 4
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Random Weapons:
    Weapon 1
    Spoiler:
    Heavy Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Shortbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    Stealth
    5

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

    Weapon 3
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Weapon 4
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

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

    Random Spells:
    Spell 1
    Spoiler:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Spell 2
    Spoiler:
    Soothing Word
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    6

    Powers
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Lightning Touch
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 4
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

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

    Spell 5
    Spoiler:
    Viper Strike
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 2
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 3
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 4
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

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

    Armor 5
    Spoiler:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Token Of Remembrance
    Item 0

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Item 2
    Spoiler:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Item 3
    Spoiler:
    Spider Venom
    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 4
    Spoiler:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Item 5
    Spoiler:
    Wand Of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.

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

    Random Allies:
    Ally 1
    Spoiler:
    Harrowed Society Student
    Ally 0

    Traits
    Human
    Arcanist
    Harrow

    Check
    Charisma
    Diplomacy
    6

    Powers
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Ally 2
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Ally 3
    Spoiler:
    Burglar
    Ally 0

    Traits
    Trigger
    Human
    Rogue

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Ally 4
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Ally 5
    Spoiler:
    Sage
    Ally 0

    Traits
    Human
    Arcanist

    Check
    Charisma
    Diplomacy
    Knowledge
    4

    Powers
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessing 2
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Blessing 3
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Turn: 16 Flenta/yamasaki

    Top of Blessing Discard Pile: The Sickness - When this is the hour: When you suffer damage, suffer the scourge Plagued.

    Top Blessing:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.


    Blessings Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Arueshalae)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 18 Fumbus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 3 (Turn 19 Kess)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 4 (Turn 20 Lazzero)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 5 (Turn 21 Yoon)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 22 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 7 (Turn 23 Arueshalae)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 24 Fumbus)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 9 (Turn 25 Kess)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 10 (Turn 26 Lazzero)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 12 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 13 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    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:1 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Fumbus
    Notes: Proxy B displayed

    Academy Card 1:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

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

    Academy Card 2:
    Accuser Devil
    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.

    Academy Card 3:
    Ambush
    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.

    Academy Card 4:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Academy Card 5:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Academy Card 6:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Academy Card 7:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    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:2 Al:1 Bl:1 ?:2
    Located here: Arue,

    Bank Of Abadar Card 1 - Bastion Boots:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

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

    Bank Of Abadar Card 2:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 3:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 4:
    Diabolical Imp
    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.

    Bank Of Abadar Card 5:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 6:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 7:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 8:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 9:
    Revitalize
    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.

    Bank Of Abadar Card 10:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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 ?:0
    Notes: Proxy B displayed

    Reading Room Card 1:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Reading Room Card 2:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Reading Room Card 3:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Reading Room Card 4:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 5:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 6:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:1 ?:2
    Located here: Lazzero

    Library Card 1 - Good Omen:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 2:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 4:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 5:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Library Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 8:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    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:1 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:2
    Located here: Flenta
    Notes: Cutpurse Gang

    Laboratory Card 1 - Spyglass:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Laboratory Card 2:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 4:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 5:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 7:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 8:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 9:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 10:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    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
    Notes: Cape Of Escape

    Chambers Card 1 - Leech:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 5:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 6:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 7:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 8:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 9:
    Henchman Proxy B
    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:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
    Located here: Kess, Yoon

    Rooftops Card 1:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Rooftops Card 2:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 4:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Rooftops Card 5:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Office
    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:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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.


  • Spreadsheet

    It is the hour of the Sickness. Flenta tries to get the Spyglass she saw earlier in the Laboratory, atop a shelf.

    Wisdom 6: 1d6 ⇒ 4 Whoops, she missed a step while trying to reach it and it drops to the floor, shattered.

    She ditches her Call Weapon scroll and Greatclub while she rearms herself with a Flamestaff and Burning Snot spell. Up ahead she sees a Levitate spell scroll.

    Flenta wrote:

    Hand: Burning Snot, Shock Glaive +1, Shield Cloak, Bestiary of Garund, Flame Staff,

    Displayed:
    Deck: 7 Discard: 4 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spiked Chain +1, Quartermaster, Blessing of Pharasma, Armor of the Sands, Blessing of Gorum, Mind Thrust
    Recharged: Topaz of Strength,
    Discard Pile: Greatsword, Blessing of Cayden Cailean, Call Weapon, Greatclub,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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, banished card 1, next card Levitate spell.

    Dark Archive

    Deck Handler 9251-1013 Arueshalae’s gift is bestowed on a character giving 1d4 to one of str Dex con int wis cha until start of Arueshalae’s next turn

    It is the hour of Iomedaes justice

    Arue looks at the bastion boots

    dexterity 5: 3d8 ⇒ (5, 7, 4) = 16

    Burying bracers of protection as per location

    Examing next card a helpful haversack

    Reset hand

    "

    Arueshalae wrote:

    Hand: Arueshalae's Gift, Bastion Boots, BotGods1, Thieves Tools (core), Hand Crossbow,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    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: bury bastion boots to guard if necessary
    Other: Gift is available as is blessing of the gods

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): BotArchdevils2, Hungry Ghost Monk, Light Crossbow (Core), Blessing of Barbatos, Magic Chain Shirt (core), Kopis, Corrosive Dagger +1, Jinx Eater, Caltrop bead
    Recharged:
    Discard Pile: Grave Tender, BotArchdevils1, Blessing of Baphomet,
    Buried Pile: Bracers of Protection (core),

    Skills and Powers:
    SKILLS
    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

    "


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

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

    Monster 2
    Spoiler:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

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

    Monster 3
    Spoiler:
    Plaguebearer
    Monster 1

    Traits
    Aberration
    Disease

    Check
    Combat
    15

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

    Monster 4
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Monster 5
    Spoiler:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Random Barriers:
    Barrier 1
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Barrier 2
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

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

    Barrier 3
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Barrier 4
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Barrier 5
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Throwing Axe
    Weapon 0

    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 2
    Spoiler:
    Giantbane Greataxe
    Weapon 1

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Longspear
    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 4
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Weapon 5
    Spoiler:
    Dogslicer
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Phantasmal Minion
    Spell 0

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    4

    Powers
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Remove Disease
    Spell 1

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to remove the scourge Plagued from any number of local characters.

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

    Spell 3
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

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

    Spell 4
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

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

    Spell 5
    Spoiler:
    Harrowstrike
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Shirt
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

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

    Armor 2
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Armor 3
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 4
    Spoiler:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 5
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Item 2
    Spoiler:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Item 3
    Spoiler:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Item 4
    Spoiler:
    Flame Staff
    Item 0

    Traits
    Staff
    Magic
    Attack
    Fire

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    Item 5
    Spoiler:
    Horn Of Battle Clarity
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

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

    Ally 2
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Ally 3
    Spoiler:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

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

    Ally 4
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

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

    Ally 5
    Spoiler:
    Harrowed Society Student
    Ally 0

    Traits
    Human
    Arcanist
    Harrow

    Check
    Charisma
    Diplomacy
    6

    Powers
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 2
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessing 3
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessing 5
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Turn: 18 Fumbus/Redelia

    Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.

    Top Blessing:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Kess)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 2 (Turn 20 Lazzero)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 3 (Turn 21 Yoon)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 22 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 5 (Turn 23 Arueshalae)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 24 Fumbus)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 7 (Turn 25 Kess)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 8 (Turn 26 Lazzero)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 9 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 10 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 11 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    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:1 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Fumbus
    Notes: Proxy B displayed

    Academy Card 1:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

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

    Academy Card 2:
    Accuser Devil
    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.

    Academy Card 3:
    Ambush
    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.

    Academy Card 4:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Academy Card 5:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Academy Card 6:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Academy Card 7:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    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:1 Al:1 Bl:1 ?:2
    Located here: Arue,

    Bank Of Abadar Card 1 - Helpful Haversack:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 2:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 3:
    Diabolical Imp
    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.

    Bank Of Abadar Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 5:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 7:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 8:
    Revitalize
    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.

    Bank Of Abadar Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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 ?:0
    Notes: Proxy B displayed

    Reading Room Card 1:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Reading Room Card 2:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Reading Room Card 3:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Reading Room Card 4:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 5:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 6:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:1 ?:2
    Located here: Lazzero

    Library Card 1 - Good Omen:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 2:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 4:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 5:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Library Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 8:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    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:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Flenta
    Notes: Cutpurse Gang

    Laboratory Card 1 - Levitate:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 3:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 4:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 6:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 7:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 8:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 9:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    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
    Notes: Cape Of Escape

    Chambers Card 1 - Leech:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 5:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 6:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 7:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 8:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 9:
    Henchman Proxy B
    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:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
    Located here: Kess, Yoon

    Rooftops Card 1:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Rooftops Card 2:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 4:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Rooftops Card 5:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Office
    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:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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.


  • Fumbus explores finding a soldier.

    diplomacy, DC 4: 1d6 ⇒ 1

    The soldier runs off, scared of the little green monster.

    Fumbus explores again (location power)
    He finds the villain!

    (pausing for close checks)


    Deck Handler

    Kess summons barrier

    trapped chest:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Reveal mattock to add 1d8
    trapped chest dc 12 melee: 1d10 + 6 + 1d8 ⇒ (1) + 6 + (3) = 10 shirt reroll d10
    dc 12: 1d10 + 9 ⇒ (3) + 9 = 12 defeated

    Summon weapon- throwing axe
    throwing axe dc 6: 1d10 + 4 ⇒ (9) + 4 = 13 acquired

    Location guarded


    Lazzero Spreadsheet

    Knowledge DC 6: 1d10 + 2 ⇒ (2) + 2 = 4

    Nuts. Library still open.


    Spreadsheet

    Intelligence 5+1=6: 1d8 + 1 ⇒ (1) + 1 = 2

    Flenta fumbles and thus the Laboratory remains open.

    Dark Archive

    Deck Handler 9251-1013 Arueshalae’s gift is bestowed on a character giving 1d4 to one of str Dex con int wis cha until start of Arueshalae’s next turn

    Bury Bastion boots to guard the bank of abadar

    Display Arue's Gift next to Fumbus


    Fumbus discard's Fool's Gold as acid damage. Then he tries to punch the bad thing.

    (playing blessing of the gobs. Also recharging noxious bomb for character power to add 1d4 and acid trait, and other character power to add 1d6 for acid trait. Also using Arue's gift for 1d4+1

    2d6 + 1d4 + 1d6 + 1d4 + 1 ⇒ (5, 4) + (2) + (2) + (4) + 1 = 18
    minus 4 for being resistant, gives a result of 14
    villain is defeated but will escape.
    location closes because evidence is displayed.
    Fumbus heals a spell.

    Draws up and ends turn.

    Fumbus wrote:

    Hand: Fire Sneeze, Conch Shell, Noxious Bomb, Blast Stone, Dogslicer, Blessing of the Gobs,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Reroll not used"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Memory Mud, Dogfinder, Poog of Zarongel, Fool's Gold (ncd), Blessing of Lamashtu, Horsechopper, Alchemist's Fire, Burning Snot, Doghide Armor
    Recharged: Acid Flask, Noxious Bomb,
    Discard Pile: Blessing of the Gobs 2,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Monster 2
    Spoiler:
    Spider Swarm
    Monster 1

    Traits
    Vermin
    Swarm

    Check
    Combat
    10

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

    Monster 3
    Spoiler:
    Goblin Troublemaker
    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 4
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

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

    Monster 5
    Spoiler:
    Werewolf
    Monster 1

    Traits
    Lycanthrope

    Check
    Combat
    11
    OR
    Knowledge
    7

    Powers
    If the hour’s level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Random Barriers:
    Barrier 1
    Spoiler:
    Drowning Mud
    Barrier 1

    Traits
    Obstacle

    Check
    Strength
    Survival
    6
    OR
    Constitution
    Fortitude
    8

    Powers
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Barrier 2
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

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

    Barrier 3
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Barrier 4
    Spoiler:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Barrier 5
    Spoiler:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Dagger
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    3

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

    Weapon 2
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

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

    Weapon 3
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Weapon 4
    Spoiler:
    Light Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Weapon 5
    Spoiler:
    Throwing Axe
    Weapon 0

    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Touch
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Commune
    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 3
    Spoiler:
    Viper Strike
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spell 4
    Spoiler:
    Soothing Word
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    6

    Powers
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spell 5
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

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

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Breastplate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    6

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 2
    Spoiler:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Armor 3
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 4
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 5
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Random Items:
    Item 1
    Spoiler:
    Noxious Bomb
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Poison

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Item 2
    Spoiler:
    Elixir Of Love
    Item 0

    Traits
    Liquid
    Alchemical
    Mental

    Check
    Intelligence
    Craft
    6

    Powers
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Item 3
    Spoiler:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Item 4
    Spoiler:
    Acid Flask
    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 5
    Spoiler:
    Flame Staff
    Item 0

    Traits
    Staff
    Magic
    Attack
    Fire

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    Random Allies:
    Ally 1
    Spoiler:
    Tinker
    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 2
    Spoiler:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

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

    Ally 3
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Ally 4
    Spoiler:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Ally 5
    Spoiler:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Random Blessings:
    Blessing 1
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessing 3
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 4
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 19 Kess/redeux

    Top of Blessing Discard Pile: The Tyrant - When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    Top Blessing:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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


    Blessings Remaining: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Lazzero)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 2 (Turn 21 Yoon)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 22 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 4 (Turn 23 Arueshalae)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 24 Fumbus)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 6 (Turn 25 Kess)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 7 (Turn 26 Lazzero)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 9 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 10 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Academy
    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
    Notes:

    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:1 Al:1 Bl:1 ?:2
    Located here: Arue,
    Notes: both proxies

    Bank Of Abadar Card 1 - Helpful Haversack:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 2:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 3:
    Diabolical Imp
    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.

    Bank Of Abadar Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 5:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 7:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 8:
    Revitalize
    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.

    Bank Of Abadar Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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:0 ?:4
    Notes: Proxy B displayed
    Possible Villain, no proxies

    Reading Room Card 1:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Reading Room Card 2:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Reading Room Card 3:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Reading Room Card 4:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 5:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 6:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 7:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:0 ?:4
    Located here: Lazzero
    Notes: Possible Villain, both proxies

    Library Card 1 - Good Omen:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 2:
    Accuser Devil
    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.

    Library Card 3:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 4:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 5:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 8:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Library Card 9:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    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:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:3
    Located here: Flenta
    Notes: Cutpurse Gang, Possible Villain, both proxies

    Laboratory Card 1:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 2:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

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

    Laboratory Card 3 - Levitate:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 5:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 6:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 7:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 9:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 10:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    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 ?:3
    Notes: Cape Of Escape, Possible Villain, both proxies

    Chambers Card 1:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 2:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 3 - Leech:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 4:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 5:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, the first item or ally played is played freely.

    When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Chambers Card 6:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 7:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 8:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 9:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 10:
    Henchman Proxy B
    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:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
    Located here: Kess, Yoon
    Notes: both proxies

    Rooftops Card 1:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Rooftops Card 2:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 4:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Rooftops Card 5:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Office
    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:

    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 ?:1

    Base Card 1:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Base Card 2:
    Pathfinder Chronicler
    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.

    Base Card 3:
    Pathfinder Bodyguard
    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.


  • During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Monster 2
    Spoiler:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

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

    Monster 3
    Spoiler:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Monster 4
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Monster 5
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    8+##

    Powers
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Random Barriers:
    Barrier 1
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Barrier 2
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Barrier 3
    Spoiler:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

    Barrier 4
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Random Weapons:
    Weapon 1
    Spoiler:
    Giantbane Greataxe
    Weapon 1

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Dagger
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    3

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

    Weapon 3
    Spoiler:
    Rapier
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    5

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

    Weapon 4
    Spoiler:
    Sword Cane
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    Finesse

    Check
    Strength
    Melee
    Stealth
    6

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    Weapon 5
    Spoiler:
    Allying Dart
    Weapon 1

    Traits
    Dart
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character’s combat check, freely reload to add 1d4+1.

    Random Spells:
    Spell 1
    Spoiler:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Divine Insight
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 4
    Spoiler:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Spell 5
    Spoiler:
    Viper Strike
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 2
    Spoiler:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 3
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 4
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 5
    Spoiler:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Token Of Remembrance
    Item 0

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Item 2
    Spoiler:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Item 3
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

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

    Item 4
    Spoiler:
    Balmberry
    Item 0

    Traits
    Plant
    Alchemical

    Check
    Wisdom
    Divine
    Survival
    6

    Powers
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Item 5
    Spoiler:
    Spider Venom
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Card Caster
    Ally 0

    Traits
    Human
    Magus
    Harrow

    Check
    Intelligence
    Knowledge
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Ally 2
    Spoiler:
    Korvosan Guard
    Ally 0

    Traits
    Perception
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    6
    OR
    Melee
    Ranged
    5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Ally 3
    Spoiler:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Ally 4
    Spoiler:
    Gentleman Explorer
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    8
    OR
    Knowledge
    5

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

    Ally 5
    Spoiler:
    Guide
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 4
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessing 5
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 19 Kess/redeux

    Top of Blessing Discard Pile: The Tyrant - When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    Top Blessing:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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


    Blessings Remaining: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Lazzero)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 2 (Turn 21 Yoon)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 22 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 4 (Turn 23 Arueshalae)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 24 Fumbus)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 6 (Turn 25 Kess)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 7 (Turn 26 Lazzero)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 9 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 10 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Academy
    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
    Notes:

    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:1 Al:1 Bl:1 ?:2
    Located here: Arue,
    Notes: both proxies

    Bank Of Abadar Card 1 - Helpful Haversack:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 2:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 3:
    Diabolical Imp
    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.

    Bank Of Abadar Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 5:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 7:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 8:
    Revitalize
    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.

    Bank Of Abadar Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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:0 ?:4
    Notes: Proxy B displayed
    Possible Villain, no proxies

    Reading Room Card 1:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Reading Room Card 2:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Reading Room Card 3:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Reading Room Card 4:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 5:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 6:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 7:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:0 ?:4
    Located here: Lazzero
    Notes: Possible Villain, both proxies, Good Omen,

    Library Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 2:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 3:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 4:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Library Card 5:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 6:
    Accuser Devil
    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.

    Library Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 8:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 9:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    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:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:3
    Located here: Flenta
    Notes: Cutpurse Gang, Possible Villain, both proxies, Levitate

    Laboratory Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 3:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 4:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 5:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 6:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

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

    Laboratory Card 7:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 8:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    Laboratory Card 9:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 10:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    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 ?:3
    Notes: Cape Of Escape, Possible Villain, both proxies, Leech

    Chambers Card 1:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 2:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 3:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, the first item or ally played is played freely.

    When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Chambers Card 4:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 5:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 6:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 7:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 8:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 10:
    Henchman Proxy A
    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:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
    Located here: Kess, Yoon
    Notes: both proxies

    Rooftops Card 1:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Rooftops Card 2:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 4:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Rooftops Card 5:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Office
    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:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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.


  • Deck Handler

    Explore

    The Waxworks:

    Blessing 1
    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Waxworks DC 5 con: 1d8 ⇒ 5 acquired

    End of turn examine a barrier (no trigger)

    Kess, Aspiring Bruiser wrote:

    Hand: Waxworks (acq), BotSamurai2, Camel, Mattock, Guide,

    Displayed: Gambeson,
    Deck: 12 Discard: 3 Buried: 0 Shirt Reroll Available: N Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    STRENGTH d10 [X]+1 []+2 []+3 []+4
    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:

    "

    Card Descriptions:

    Hand descriptions:
    Mattock
    Spoiler:
    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.
    Guide
    Spoiler:
    Guide
    Traits: Human, Hireling
    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.
    Camel
    Spoiler:
    Camel
    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.
    BotSamurai2
    Spoiler:
    BotSamurai2
    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.
    Waxworks (acq)
    Spoiler:
    Waxworks (acq)
    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Displayed descriptions:
    Gambeson
    Spoiler:
    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.
    "


    At the end of his turn, Fumbus moves to the library and examines the top card. He finds proxy B, so evidence.

    intelligence: 2d8 ⇒ (8, 5) = 13
    proxy defeated, so displayed.


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Monster 2
    Spoiler:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

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

    Monster 3
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

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

    Monster 5
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Barrier 2
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

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

    Barrier 3
    Spoiler:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Dagger
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    3

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

    Weapon 2
    Spoiler:
    Longbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 3
    Spoiler:
    Mace
    Weapon 0

    Traits
    Mace
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 4
    Spoiler:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

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

    Weapon 5
    Spoiler:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

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

    Random Spells:
    Spell 1
    Spoiler:
    Phantasmal Minion
    Spell 0

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    4

    Powers
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

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

    Spell 3
    Spoiler:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Spell 4
    Spoiler:
    Harrowstrike
    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.

    Spell 5
    Spoiler:
    Lightning Touch
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

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

    Armor 2
    Spoiler:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 3
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 4
    Spoiler:
    Chain Shirt
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

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

    Armor 5
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Random Items:
    Item 1
    Spoiler:
    Blast Stone
    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 2
    Spoiler:
    Wand Of Acid Burst
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat or Disable check, bury or banish to use Arcane + 2d4.

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

    Item 3
    Spoiler:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    • When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Item 4
    Spoiler:
    Harrow Deck
    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.

    Item 5
    Spoiler:
    Horn Of Battle Clarity
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

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

    Ally 2
    Spoiler:
    Horse
    Ally 0

    Traits
    Animal
    Mount

    Check
    Wisdom
    Charisma
    Survival
    3

    Powers
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Ally 3
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Ally 4
    Spoiler:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

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

    Ally 5
    Spoiler:
    Tinker
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessing 2
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 20 Lazzero/Chris

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

    Top Blessing:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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


    Blessings Remaining: 9
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 Yoon)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 22 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 3 (Turn 23 Arueshalae)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 24 Fumbus)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 5 (Turn 25 Kess)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 6 (Turn 26 Lazzero)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 8 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 9 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Academy
    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:

    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:1 Al:1 Bl:1 ?:2
    Located here: Arue,
    Notes: both proxies

    Bank Of Abadar Card 1 - Helpful Haversack:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 2:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 3:
    Diabolical Imp
    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.

    Bank Of Abadar Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 5:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 7:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 8:
    Revitalize
    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.

    Bank Of Abadar Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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:0 ?:4
    Notes: Proxy B displayed
    Possible Villain, no proxies

    Reading Room Card 1:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Reading Room Card 2:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Reading Room Card 3:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Reading Room Card 4:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 5:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 6:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 7:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:0 ?:3
    Located here: Lazzero, Fumbus
    Notes: Henchman Proxy B displayed
    Possible Villain, both proxies, Good Omen,

    Library Card 1:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 2:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 3:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Library Card 4:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 5:
    Accuser Devil
    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.

    Library Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 8:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    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:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:3
    Located here: Flenta
    Notes: Cutpurse Gang, Possible Villain, both proxies, Levitate

    Laboratory Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 3:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 4:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 5:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 6:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

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

    Laboratory Card 7:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 8:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    Laboratory Card 9:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 10:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    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 ?:3
    Notes: Cape Of Escape, Possible Villain, both proxies, Leech

    Chambers Card 1:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 2:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 3:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, the first item or ally played is played freely.

    When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Chambers Card 4:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 5:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 6:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 7:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 8:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 10:
    Henchman Proxy A
    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:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:2
    Located here: Kess, Yoon
    Notes: both proxies

    Rooftops Card 1 - Ingratiating Minion:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 3:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Rooftops Card 4:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Office
    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:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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 Spreadsheet

    It's the hour of Erastil's Eye. Lazzero travels back to the reading room and casts detect good, finding an available hourglass (automatic acquire with Divine d10+4 vs Divine DC 4).

    Recharge DC 6: 1d10 + 4 ⇒ (1) + 4 = 5

    He then heals himself...

    Cure: 1d4 + 1 ⇒ (3) + 1 = 4
    Recharge DC 8: 1d10 + 4 ⇒ (9) + 4 = 13

    ...and explores to encounter an azer.

    Combat DC 12 (vulnerable to cold): 1d10 + 4 + 2d4 + 1d8 ⇒ (6) + 4 + (2, 1) + (6) = 19
    Recharge DC 7: 1d10 + 4 ⇒ (9) + 4 = 13

    His frozen touch spell makes short work of it.

    Fire Damage: 1d4 - 1 ⇒ (1) - 1 = 0

    He uses his hourglass blessing to look ahead, seeing a teamster, which he encounters.

    Charisma DC 5: 1d8 ⇒ 3

    He fails to convert the pedestrian to the faith of Asmodeus.

    Lazzero wrote:

    Hand: Scale Mail, Jinx Eater, Hammer, Corroded Helm, Blessing of Shax,

    Displayed:
    Deck: 11 Discard: 4 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Circle of Law, Benefaction, Dog, Longspear, Blessing of Abraxas , Torch, Blessing of Dispater, Blessing of Belial, Potion of Ghostly Form
    Recharged: Cure, Frozen Touch,
    Discard Pile: Dread Bolt, Detect Good, Locate Object, Sands of the Hour,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ArmorsWeapons
    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.


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Monster 2
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

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

    Monster 3
    Spoiler:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Monster 4
    Spoiler:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

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

    Monster 5
    Spoiler:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Barrier 2
    Spoiler:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Barrier 3
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Barrier 4
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Barrier 5
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

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

    Weapon 2
    Spoiler:
    Allying Dart
    Weapon 1

    Traits
    Dart
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character’s combat check, freely reload to add 1d4+1.

    Weapon 3
    Spoiler:
    Longsword
    Weapon 0

    Traits
    Sword
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Weapon 4
    Spoiler:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Weapon 5
    Spoiler:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Harrowstrike
    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.

    Spell 2
    Spoiler:
    Soothing Word
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    6

    Powers
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

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

    Spell 4
    Spoiler:
    Sonic Blast
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

    Spell 5
    Spoiler:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

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

    Random Armors:
    Armor 1
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

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

    Armor 2
    Spoiler:
    Chain Shirt
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

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

    Armor 3
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 4
    Spoiler:
    Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 5
    Spoiler:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

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

    Random Items:
    Item 1
    Spoiler:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Item 2
    Spoiler:
    Codex
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    5

    Powers
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Item 3
    Spoiler:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Item 4
    Spoiler:
    Elixir Of Love
    Item 0

    Traits
    Liquid
    Alchemical
    Mental

    Check
    Intelligence
    Craft
    6

    Powers
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Item 5
    Spoiler:
    Smoke Bomb
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

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

    Random Allies:
    Ally 1
    Spoiler:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Ally 2
    Spoiler:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

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

    Ally 3
    Spoiler:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

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

    Ally 4
    Spoiler:
    Korvosan Guard
    Ally 0

    Traits
    Perception
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    6
    OR
    Melee
    Ranged
    5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Ally 5
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

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

    Random Blessings:
    Blessing 1
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessing 2
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 4
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessing 5
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Turn: 21 Yoon/Nick

    Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.

    Top Blessing:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 22 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 2 (Turn 23 Arueshalae)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 24 Fumbus)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 4 (Turn 25 Kess)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 5 (Turn 26 Lazzero)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 7 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 8 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Academy
    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:

    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:1 Al:1 Bl:1 ?:2
    Located here: Arue,
    Notes: both proxies

    Bank Of Abadar Card 1 - Helpful Haversack:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 2:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 3:
    Diabolical Imp
    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.

    Bank Of Abadar Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 5:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 7:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 8:
    Revitalize
    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.

    Bank Of Abadar Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:3
    Located here: Lazzero,
    Notes: Proxy B displayed
    Possible Villain, no proxies

    Reading Room Card 1:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 2:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 3:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 4:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:0 ?:3
    Located here: Fumbus
    Notes: Henchman Proxy B displayed
    Possible Villain, both proxies, Good Omen,

    Library Card 1:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 2:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 3:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Library Card 4:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 5:
    Accuser Devil
    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.

    Library Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 8:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    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:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:3
    Located here: Flenta
    Notes: Cutpurse Gang, Possible Villain, both proxies, Levitate

    Laboratory Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 3:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

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

    Laboratory Card 4:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Laboratory Card 5:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Laboratory Card 6:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

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

    Laboratory Card 7:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Laboratory Card 8:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

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

    Laboratory Card 9:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

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

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

    Laboratory Card 10:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    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 ?:3
    Notes: Cape Of Escape, Possible Villain, both proxies, Leech

    Chambers Card 1:
    Mouse
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Stealth
    Survival
    4

    Powers
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Chambers Card 2:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Chambers Card 3:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, the first item or ally played is played freely.

    When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Chambers Card 4:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 5:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 6:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Chambers Card 7:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 8:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Chambers Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 10:
    Henchman Proxy A
    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:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:2
    Located here: Kess, Yoon
    Notes: both proxies

    Rooftops Card 1 - Ingratiating Minion:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Rooftops Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Rooftops Card 3:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Rooftops Card 4:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Office
    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:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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's Deck; Female Human Kineticist

    It is the Hour of Benefaction, and Yoon returns to the chambers after seeing the villain disappear from her team's trap. She finds a mouse hiding near the entrance. Recharge Kami Medium to add 1d6 to a Survival check.

    Survival 4: 1d6 + 1d4 ⇒ (5) + (3) = 8 Mouse acquired.

    With the help of her Kami tutor, Yoon calms the spooked animal. It scurries off around the corner. Discard Mouse to explore. The mouse comes back, but is glowing blue.

    Arcane 4: 1d8 ⇒ 5 Enchant Weapon acquired.

    Yoon recognizes the glow as a magical aura, and absorbs it into her own body. She then channels the magic back into the mouse, taking control of its body. Discard Possession to examine the top card of the location - The Twin.

    Recharge Possession - Arcane 8: 1d8 ⇒ 3 Possession discarded.

    The spell dissipates, but Yoon calls on divine favor to investigate further. Discard Blessing of the Gods to explore. Yoon finds the misplaced Harrow card first seen by the possessed mouse.

    Charisma 5: 1d8 ⇒ 5 The Twin acquired.

    Yoon picks up the lucky card. She throws it down the hallway and skips after it. Discard The Twins to explore - encounter Shrieking Plant, use The Twin to evade, shuffle location deck, and explore again.

    New card: 1d10 + 3 ⇒ (5) + 3 = 8

    The card leads Yoon through a doorway trapped with a magic sigil!

    Arcane 8: 1d8 ⇒ 8 Symbol of Sleep banished.

    The magical rune is no match for Yoon's youthful exuberance. She stops to regain her bearings. Reset hand, set aside 2 cards from discard, bury one (Antiplague), and shuffle the other (Gom-Gom) into deck.
    "

    Yoon wrote:

    Hand: Searing Flesh, Enchant Weapon, Sling, Compass, Fan of Flames,

    Displayed:
    Deck: 4 Discard: 11 Buried: 4
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Reading Room if my location closes.
    Other: Hi I'm Yoon! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Ward Gel, Kami Medium, Blessing of Cayden Cailean, Gom-Gom
    Recharged:
    Discard Pile: Blessing of the Gods 1, Sign of the Pack, Blessing of Sarenrae, Merchant, Blessing of the Gods 3, Haki Stick, Blessing of the Gods 2, Clinging Venom, Possession, Mouse, The Twin,
    Buried Pile: Charm Person, Elemental Ascetic, Troubadour, Antiplague,

    Skills and Powers:
    SKILLS
    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 cards 1-3 acquired, card 8 banished, location shuffled.


    Spreadsheet

    It is the hour of the Teamster. Flenta explores the Laboratory to find a Witness. She asks for Arueshalae's BotG to interrogate it.

    Knowledge 7+1=8: 2d8 + 3 ⇒ (1, 1) + 3 = 5 Using Accessory Perk reroll on 1.

    Knowledge 7+1=8: 1d8 + 4 ⇒ (4) + 4 = 8 Witness is defeated (displayed in Laboratory) and tells Flenta what's up next: a Cultist. Flenta discards her Flame Staff to get another explore (hour of Teamster power) and encounter the henchman.

    Combat 10+1+1=12 using Shock Glaive +1 and Burning Snot: 2d10 + 1d4 + 3 ⇒ (5, 8) + (1) + 3 = 17 Cultist is defeated. Flenta recharges new Arcane spell Soothing Word.

    Flenta then tries to close the location with the help of Shax's Blessing from Lazzero. Intelligence 5+1=6: 2d8 + 1 ⇒ (7, 4) + 1 = 12

    Laboratory is closed (blessing found and not the villain), and Flenta finds three scrolls: Bloodscent, Sonic Blast, and Burst Bonds. She tries to take the Bloodscent. Intelligence 8: 1d8 + 1 ⇒ (3) + 1 = 4 No luck -- too complicated.

    She moves to the Library to join Fumbus and finds a Blessing (Demon's Lantern) -- meaning the villain will not be found there.

    Flenta wrote:

    Hand: Blessing of Gorum, Shock Glaive +1, Shield Cloak, Bestiary of Garund, Blessing of Pharasma,

    Displayed:
    Deck: 6 Discard: 5 Buried: 0
    Current Location: Laboratory
    Hero Points: 0
    Reroll Perk: Used
    NOTES:
    Available Support: Use Blessings as required.
    Movement: Move me to the Bank of Abadar if my location closes.
    Other: Hi I'm Flenta! Will gladly avenge you!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quartermaster, Spiked Chain +1, Mind Thrust, Armor of the Sands
    Recharged: Topaz of Strength, Soothing Word,
    Discard Pile: Greatsword, Blessing of Cayden Cailean, Call Weapon, Greatclub, Flame Staff,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    Dark Archive

    Deck Handler 9251-1013 Arueshalae’s gift is bestowed on a character giving 1d4 to one of str Dex con int wis cha until start of Arueshalae’s next turn

    It is the hour of Nethys Duality

    Arue recalls Arues gift to hand then heads to the rooftops

    Encounters an ingratiating minion or some ghastly runes Banish runes minion gives free examine

    diplomacy 7: 1d12 + 4 ⇒ (6) + 4 = 10

    Next card is evidence will not ignore trigger

    knowledge 11: 1d12 + 2 + 1d8 ⇒ (3) + 2 + (5) = 10

    Shirt reroll the d12

    knowledge 11: 1d12 + 7 ⇒ (4) + 7 = 11

    Evidence displayed

    Turn done

    "

    Arueshalae wrote:

    Hand: Arueshalae's Gift, Corrosive Dagger +1, Caltrop bead, Thieves Tools (core), Hand Crossbow,

    Displayed:
    Deck: 7 Discard: 4 Buried: 2
    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 back to bank of abadar when rooftops closed and then bury caltrop bead to guard when necessary
    Other: Gift is available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): BotArchdevils2, Jinx Eater, Blessing of Barbatos, Magic Chain Shirt (core), Hungry Ghost Monk, Kopis, Light Crossbow (Core)
    Recharged:
    Discard Pile: Grave Tender, BotArchdevils1, Blessing of Baphomet, BotGods1,
    Buried Pile: Bracers of Protection (core), Bastion Boots,

    Skills and Powers:
    SKILLS
    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

    "


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

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

    Monster 2
    Spoiler:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Monster 3
    Spoiler:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Monster 4
    Spoiler:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

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

    Monster 5
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Barrier 2
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Barrier 3
    Spoiler:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

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

    Barrier 4
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

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

    Barrier 5
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

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

    Weapon 2
    Spoiler:
    Shortbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    Stealth
    5

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

    Weapon 3
    Spoiler:
    Sword Cane
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    Finesse

    Check
    Strength
    Melee
    Stealth
    6

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    Weapon 4
    Spoiler:
    Giantbane Greataxe
    Weapon 1

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    Sleep
    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 2
    Spoiler:
    Harrowstrike
    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.

    Spell 3
    Spoiler:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Spell 4
    Spoiler:
    Lightning Touch
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 5
    Spoiler:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    7

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 2
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 3
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

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

    Armor 4
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

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

    Armor 5
    Spoiler:
    Chain Shirt
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

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

    Random Items:
    Item 1
    Spoiler:
    Smoke Bomb
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

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

    Item 2
    Spoiler:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Item 3
    Spoiler:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

    Item 4
    Spoiler:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    • When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Item 5
    Spoiler:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Random Allies:
    Ally 1
    Spoiler:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Ally 2
    Spoiler:
    Burglar
    Ally 0

    Traits
    Trigger
    Human
    Rogue

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Ally 3
    Spoiler:
    Korvosan Guard
    Ally 0

    Traits
    Perception
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    6
    OR
    Melee
    Ranged
    5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Ally 4
    Spoiler:
    Pig
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

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

    Ally 5
    Spoiler:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Random Blessings:
    Blessing 1
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 2
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 4
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

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

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

    Blessing 5
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Turn: 24 Fumbus/Redelia

    Top of Blessing Discard Pile: The Unicorn - When this is the hour: Your check to acquire is blessed.

    Top Blessing:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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


    Blessings Remaining: 5
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 25 Kess)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 2 (Turn 26 Lazzero)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 4 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 5 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Academy
    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:

    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:1 Al:1 Bl:1 ?:2
    Notes: no villain, both proxies

    Bank Of Abadar Card 1 - Helpful Haversack:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 2:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 3:
    Diabolical Imp
    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.

    Bank Of Abadar Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 5:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 7:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 8:
    Revitalize
    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.

    Bank Of Abadar Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:3
    Located here: Lazzero,
    Notes: Proxy B displayed
    possible Villain, no proxies

    Reading Room Card 1:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 2:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 3:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 4:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:0 ?:3
    Located here: Fumbus, Flenta
    Notes: Henchman Proxy B displayed
    possible Villain, Good Omen,

    Library Card 1 - The Demon’s Lantern:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 2:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 3:
    Accuser Devil
    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.

    Library Card 4:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Library Card 5:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 8:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

    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:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Yoon
    Notes: no villain, Cape Of Escape, both proxies, Leech, Shrieky Plant

    Chambers Card 1 - Leech:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 6:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    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:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Kess, Arue,
    Notes: Henchman Proxy B displayed
    no villain

    Rooftops Card 1:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Rooftops Card 2:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

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

    Rooftops Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Office
    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:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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.


  • Fumbus:

    Hour: Your checks to acquire are blessed.

    Move to Rooftops.

    Explore: Cat
    Blessed by the hour
    Arcane 5: 1d8 + 1 + 1d8 ⇒ (7) + 1 + (6) = 14 Acquired.

    Discard Cat to explore: Attic Whisperer
    All local characters (Fumbus, Kess, Arue) have to do a Wisdom 4 check or suffer the scourge Dazed.
    Use Arue's Gift on Wisdom
    Wisdom 4: 1d4 + 1d4 + 1 ⇒ (4) + (3) + 1 = 8 Succces, no scourge.
    Banish (to recovery) Alchemist's Fire, +d6 from char power
    Combat 13: 1d10 + 2 + 2d6 + 1d6 ⇒ (8) + 2 + (5, 1) + (2) = 18 Defeated.

    Discard Blessing of the Gobs to copy the hour power to explore: Henchman Proxy A/Cultist
    Cast Fire Sneeze, +d6 from char power
    Combat 10+##=12: 1d8 + 1 + 1d12 + 1d6 ⇒ (8) + 1 + (5) + (4) = 18 Defeated.

    Close:
    Draw two barriers and pick one: Labyrinth or Poison Gas. Poison Gas
    Disable 6+#=7: 1d10 + 1 ⇒ (1) + 1 = 2 Shirt reroll
    Disable 6+#=7: 1d10 + 1 ⇒ (6) + 1 = 7 Defeated, closed.

    Move to Bank to guard. Kess and Arue have to move too.

    Recovery:
    Fire Sneeze Arcane 8: 1d8 + 1 ⇒ (6) + 1 = 7 Recharged.
    Alchemist's Fire Craft 7: 1d8 + 3 ⇒ (2) + 3 = 5 Discarded.

    Fumbus wrote:

    Hand: Doghide Armor, Conch Shell, Dogfinder, Blast Stone, Dogslicer, Blessing of Lamashtu,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Reroll used"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Memory Mud, Poog of Zarongel, Fool's Gold (ncd), Burning Snot, Horsechopper
    Recharged: Acid Flask, Noxious Bomb, Fire Sneeze,
    Discard Pile: Blessing of the Gobs, Blessing of the Gobs 2, Alchemist's Fire,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Monster 2
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

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

    Monster 3
    Spoiler:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Monster 4
    Spoiler:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

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

    Monster 5
    Spoiler:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

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

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

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

    Barrier 2
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Barrier 3
    Spoiler:
    Ambush
    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 4
    Spoiler:
    Drowning Mud
    Barrier 1

    Traits
    Obstacle

    Check
    Strength
    Survival
    6
    OR
    Constitution
    Fortitude
    8

    Powers
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Barrier 5
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Weapon 2
    Spoiler:
    Kukri
    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 3
    Spoiler:
    Scythe
    Weapon 0

    Traits
    Scythe
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    9

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

    Weapon 4
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

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

    Weapon 5
    Spoiler:
    Longbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

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

    Random Spells:
    Spell 1
    Spoiler:
    Sleep
    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 2
    Spoiler:
    Invisibility
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

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

    Spell 3
    Spoiler:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spell 4
    Spoiler:
    Candlelight
    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 5
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

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

    Armor 2
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

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

    Armor 3
    Spoiler:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

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

    Armor 4
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 5
    Spoiler:
    Half-plate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Elixir Of Love
    Item 0

    Traits
    Liquid
    Alchemical
    Mental

    Check
    Intelligence
    Craft
    6

    Powers
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Item 2
    Spoiler:
    Compass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Item 3
    Spoiler:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

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

    Item 4
    Spoiler:
    Token Of Remembrance
    Item 0

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Item 5
    Spoiler:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Random Allies:
    Ally 1
    Spoiler:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

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

    Ally 2
    Spoiler:
    Spider
    Ally 0

    Traits
    Vermin

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

    Ally 3
    Spoiler:
    Gentleman Explorer
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    8
    OR
    Knowledge
    5

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

    Ally 4
    Spoiler:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

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

    Ally 5
    Spoiler:
    Pig
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

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

    Random Blessings:
    Blessing 1
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessing 2
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessing 3
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may recharge a card to replace all d4s with d8s.

    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

    Turn: 25 Kess/redeux

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

    Top Blessing:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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


    Blessings Remaining: 4
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 26 Lazzero)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 3 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 4 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Academy
    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:

    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:1 Al:1 Bl:1 ?:2
    Located here: Fumbus,
    Notes: no villain, both proxies

    Bank Of Abadar Card 1 - Helpful Haversack:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 2:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 3:
    Diabolical Imp
    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.

    Bank Of Abadar Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 5:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

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

    Bank Of Abadar Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Bank Of Abadar Card 7:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 8:
    Revitalize
    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.

    Bank Of Abadar Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

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

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:3
    Located here: Lazzero,
    Notes: Proxy B displayed
    possible Villain, no proxies

    Reading Room Card 1:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 2:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 3:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Reading Room Card 4:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:0 ?:3
    Located here: Flenta
    Notes: Henchman Proxy B displayed
    possible Villain, Good Omen,

    Library Card 1 - The Demon’s Lantern:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Library Card 2:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 3:
    Accuser Devil
    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.

    Library Card 4:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Library Card 5:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Library Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

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

    Library Card 8:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

    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:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Yoon
    Notes: no villain, Cape Of Escape, both proxies, Leech, Shrieky Plant

    Chambers Card 1 - Leech:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 6:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Rooftops
    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, Arue,
    Notes:

    Office
    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:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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.

  • Dark Archive

    Deck Handler 9251-1013 Arueshalae’s gift is bestowed on a character giving 1d4 to one of str Dex con int wis cha until start of Arueshalae’s next turn

    wis 4: 1d4 ⇒ 3

    Arue is dazed

    She will move to the library chambers can guard with defeat the cultist with bead and two wepons

    "

    Arueshalae wrote:

    Hand: Corrosive Dagger +1, Caltrop bead, Thieves Tools (core), Hand Crossbow,

    Displayed: Arueshalae's Gift,
    Deck: 7 Discard: 4 Buried: 2
    Hero Points: 0 // Arueshalae has the following scourges marked:
    Dazed:
    While Marked:
    You may not examine locations.

    If you explored this turn, you may not explore again.

    If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.


    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 bak to bank of abadar when rooftops closed and then bury bastion boots to guard when necessary
    Other: Gift is available as is blessing of the gods

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Kopis, Magic Chain Shirt (core), Blessing of Barbatos, BotArchdevils2, Hungry Ghost Monk, Jinx Eater, Light Crossbow (Core)
    Recharged:
    Discard Pile: Grave Tender, BotArchdevils1, Blessing of Baphomet, BotGods1,
    Buried Pile: Bracers of Protection (core), Bastion Boots,

    Skills and Powers:
    SKILLS
    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

    "


    Deck Handler

    discard waxworks and mattock to double bless
    Daze DC 4 wis: 3d4 ⇒ (1, 3, 1) = 5 not dazed

    heading to reading room

    Incitation:

    Blessing 0
    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Incitation DC 4: 1d4 + 1 ⇒ (1) + 1 = 2 banished

    discard camel to explore

    Benefaction:

    Blessing 0
    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Benefaction DC 5 diplo: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

    discard botsamurai to explore

    War Drum:

    Item 0
    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Cha dc 4: 1d8 + 1 ⇒ (6) + 1 = 7 acquired

    discard guide to explore

    Midwife:

    Blessing 1
    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    wis dc 5: 1d4 + 1 ⇒ (1) + 1 = 2 banished

    no cards left. attempt to close. summon blessing

    The Betrayal:

    Blessing 1
    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    it is a harrow: automatically aquired, location closes

    When closed heal a blessing: waxworks

    Kess will move to Chambers and prepare to guard it so Yoon can go elsewhere.

    Kess, Aspiring Bruiser wrote:

    Hand: Quartermaster, Crowbar, Waxworks (acq), The Foreign Trader (acq), The Betrayal (Acq),

    Displayed: Gambeson,
    Deck: 9 Discard: 8 Buried: 0 Shirt Reroll Available: N Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    STRENGTH d10 [X]+1 []+2 []+3 []+4
    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:

    "

    Card Descriptions:

    Hand descriptions:
    Crowbar
    Spoiler:
    Crowbar
    Traits: Tool, Basic
    Powers: Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it..
    Quartermaster
    Spoiler:
    Quartermaster
    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.
    The Foreign Trader (acq)
    Spoiler:
    The Foreign Trader (acq)
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Waxworks (acq)
    Spoiler:
    Waxworks (acq)
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    The Betrayal (Acq)
    Spoiler:
    The Betrayal (Acq)
    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.


    Displayed descriptions:
    Gambeson
    Spoiler:
    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
    reading room closed
    Kess moved to Chambers


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Rat Swarm
    Monster 0

    Traits
    Animal
    Swarm

    Check
    Combat
    9

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

    Monster 2
    Spoiler:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Monster 3
    Spoiler:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

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

    Monster 4
    Spoiler:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Monster 5
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

    Powers
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

    Random Barriers:
    Barrier 1
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Barrier 2
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Barrier 3
    Spoiler:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

    Barrier 4
    Spoiler:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Barrier 5
    Spoiler:
    Ambush
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Heavy Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Weapon 3
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

    Weapon 4
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Weapon 5
    Spoiler:
    Kukri
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Acid Arrow
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Candlelight
    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 3
    Spoiler:
    Sonic Blast
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 4
    Spoiler:
    Life Drain
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    9

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

    Spell 5
    Spoiler:
    Remove Disease
    Spell 1

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to remove the scourge Plagued from any number of local characters.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Armor 3
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 4
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 5
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

    Item 2
    Spoiler:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Item 3
    Spoiler:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Item 4
    Spoiler:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Item 5
    Spoiler:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Random Allies:
    Ally 1
    Spoiler:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Ally 2
    Spoiler:
    Guide
    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.

    Ally 3
    Spoiler:
    Sage
    Ally 0

    Traits
    Human
    Arcanist

    Check
    Charisma
    Diplomacy
    Knowledge
    4

    Powers
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

    Ally 4
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Ally 5
    Spoiler:
    Korvosan Guard
    Ally 0

    Traits
    Perception
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    6
    OR
    Melee
    Ranged
    5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessing 2
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessing 3
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessing 4
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessing 5
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Turn: 26 Lazzero/Chris

    Top of Blessing Discard Pile: Incitation - When this is the hour: No effect.

    Top Blessing:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.


    Blessings Remaining: 3
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 27 Yoon)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 2 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 3 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Academy
    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:

    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:1 Al:1 Bl:1 ?:2
    Located here: Fumbus,
    Notes: no villain, both proxies

    Bank Of Abadar Card 1 - Helpful Haversack:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 2:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 3:
    Diabolical Imp
    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.

    Bank Of Abadar Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 5:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Bank Of Abadar Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Bank Of Abadar Card 7:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 8:
    Revitalize
    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.

    Bank Of Abadar Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Reading Room
    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:

    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:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:0 ?:3
    Located here: Flenta, Lazzero,
    Notes: Henchman Proxy B displayed
    Villain!, Good Omen,

    Library Card 1 - The Demon’s Lantern:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Library Card 2:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Library Card 3:
    Accuser Devil
    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.

    Library Card 4:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Library Card 5:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Library Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 7:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Library Card 8:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Laboratory
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    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:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Yoon, Kess, Arue,
    Notes: no villain, Cape Of Escape, both proxies, Leech, Shrieky Plant

    Chambers Card 1 - Leech:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 6:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Rooftops
    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:

    Office
    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:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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 Spreadsheet

    The hour draws late. Lazzero explores the library, using his hammer to forge the Demon's Lantern.

    Disable DC 5 (hammer): 1d4 + 1d6 ⇒ (3) + (2) = 5

    He acquires the lantern and uses his jinx eater to scout ahead. He encounters a locked door.

    Melee DC 11 (Arue's Gift): 1d8 + 1 + 1d4 + 1 ⇒ (5) + 1 + (3) + 1 = 10

    He tries to bust through the door, but it holds. He uses his new lantern to remove the scourge, and spots the devil on the other side of the door!

    Lazzero wrote:

    Hand: Scale Mail, Blessing of Abraxas , Blessing of Dispater, Corroded Helm, Benefaction,

    Displayed:
    Deck: 9 Discard: 7 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dog, Circle of Law, Torch, Potion of Ghostly Form, Blessing of Belial, Longspear
    Recharged: Cure, Frozen Touch, Hammer,
    Discard Pile: Dread Bolt, Detect Good, Locate Object, Sands of the Hour, Blessing of Shax, The Demon's Lantern, Jinx Eater,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ArmorsWeapons
    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 Spreadsheet

    Melee DC 11 reroll (Blessing of Lamashtu): 2d8 + 1 ⇒ (2, 3) + 1 = 6


    Spreadsheet

    Flenta looks at Lazzero's futile attempts at opening the locked door quizzically, then tries to do it herself. She takes off her Shield Cloak first (buried), and throws herself to the door, praying to Pharasma for a bit of strength.

    Melee 10+1=11: 2d10 + 2 ⇒ (6, 7) + 2 = 15

    She makes a halfling-sized hole through!

    Flenta wrote:

    Hand: Blessing of Gorum, Shock Glaive +1, Bestiary of Garund,

    Displayed:
    Deck: 6 Discard: 6 Buried: 1
    Current Location: Library
    Hero Points: 0
    Reroll Perk: Used
    NOTES:
    Available Support: Use Blessings as required.
    Movement: Move me to the Bank of Abadar if my location closes.
    Other: Hi I'm Flenta! Will gladly avenge you!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Armor of the Sands, Spiked Chain +1, Quartermaster, Mind Thrust
    Recharged: Topaz of Strength, Soothing Word,
    Discard Pile: Greatsword, Blessing of Cayden Cailean, Call Weapon, Greatclub, Flame Staff, Blessing of Pharasma,
    Buried Pile: Shield Cloak,

    Skills and Powers:
    SKILLS
    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.


    During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1C: To Seek the Devil’s Doorstep

  • Harrow Suit: Hammers

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Cultist
  • Villain: Accuser Devil
  • Closing Henchmen: Diabolical Imp, Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you explore a location and encounter a Proxy B, treat it as the story bane Witness; otherwise, treat Proxy B as the story bane Evidence. When you defeat a Proxy B, display it next to its location.
  • When you would close a location, if a Proxy B is not displayed next to it, the location does not close; instead search the location for a Proxy B and display it next to the location.
  • At the end of your turn, examine the top card of your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Werewolf
    Monster 1

    Traits
    Lycanthrope

    Check
    Combat
    11
    OR
    Knowledge
    7

    Powers
    If the hour’s level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Monster 2
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Monster 3
    Spoiler:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Monster 4
    Spoiler:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Monster 5
    Spoiler:
    Yeth Hound
    Monster 1

    Traits
    Outsider
    Animal

    Check
    Combat
    10

    Powers
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

    Random Barriers:
    Barrier 1
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Barrier 2
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Barrier 3
    Spoiler:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Barrier 4
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Barrier 5
    Spoiler:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Random Weapons:
    Weapon 1
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Weapon 2
    Spoiler:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Weapon 3
    Spoiler:
    Mace
    Weapon 0

    Traits
    Mace
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 4
    Spoiler:
    Throwing Axe
    Weapon 0

    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Longspear
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Divine Insight
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 2
    Spoiler:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 4
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spell 5
    Spoiler:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 3
    Spoiler:
    Quilted Cloth Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 1.
    • When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 4
    Spoiler:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 5
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Item 2
    Spoiler:
    Acid Flask
    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 3
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Bury to draw the hour. You may not play this during an encounter.

    Item 4
    Spoiler:
    Spider Venom
    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 5
    Spoiler:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Random Allies:
    Ally 1
    Spoiler:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

    Powers
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Ally 2
    Spoiler:
    Card Caster
    Ally 0

    Traits
    Human
    Magus
    Harrow

    Check
    Intelligence
    Knowledge
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Ally 3
    Spoiler:
    Harrowed Society Student
    Ally 0

    Traits
    Human
    Arcanist
    Harrow

    Check
    Charisma
    Diplomacy
    6

    Powers
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Ally 4
    Spoiler:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Ally 5
    Spoiler:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessing 2
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessing 3
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessing 4
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessing 5
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

    On another character’s check, discard to bless twice.
    Discard to explore.

    Turn: 27 Yoon/Nick

    Top of Blessing Discard Pile: The Cricket - When this is the hour: When a character moves on their turn, each other local character may move with them.

    Top Blessing:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.


    Blessings Remaining: 2
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 28 Flenta)
    Spoiler:
    The Real Rabbit Prince
    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.

    Blessings Deck Card 2 (Turn 29 Arueshalae)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Academy
    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:

    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:1 Al:1 Bl:1 ?:2
    Located here: Fumbus,
    Notes: no villain, both proxies

    Bank Of Abadar Card 1 - Helpful Haversack:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Bank Of Abadar Card 2:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Bank Of Abadar Card 3:
    Diabolical Imp
    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.

    Bank Of Abadar Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Bank Of Abadar Card 5:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Bank Of Abadar Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Bank Of Abadar Card 7:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Bank Of Abadar Card 8:
    Revitalize
    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.

    Bank Of Abadar Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Reading Room
    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:

    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:0 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:0 ?:2
    Located here: Flenta, Lazzero,
    Notes: Henchman Proxy B displayed
    Villain!, Good Omen,

    Library Card 1 - Accuser Devil:
    Accuser Devil
    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.

    Library Card 2:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Library Card 3:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Library Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 5:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Library Card 6:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Laboratory
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    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:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Yoon, Kess, Arue,
    Notes: no villain, Cape Of Escape, both proxies, Leech, Shrieky Plant

    Chambers Card 1 - Leech:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Chambers Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Chambers Card 4:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or Disable check, banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Chambers Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 6:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Rooftops
    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:

    Office
    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:

    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

    Base Card 1:
    Pathfinder Chronicler
    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.

    Base Card 2:
    Pathfinder Bodyguard
    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.


  • Fumbus buries Conch Shell to guard the Bank.


    Deck Handler

    Kess summons the danger to guard

    Cultist:
    Cultist
    Story Bane Monster 1

    Traits
    Human
    Cultist
    Veteran

    Check
    Combat
    10+##
    OR
    Diplomacy
    8+#

    Powers
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    discard waxworks (and betrayal) to bless twice
    Cultist DC 12 combat: 3d10 + 4 + 1d12 ⇒ (1, 1, 7) + 4 + (7) = 20

    guarded

    Kess, Aspiring Bruiser wrote:

    Hand: Quartermaster, Crowbar, The Foreign Trader (acq),

    Displayed: Gambeson,
    Deck: 9 Discard: 10 Buried: 0 Shirt Reroll Available: N Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    STRENGTH d10 [X]+1 []+2 []+3 []+4
    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:

    Card Descriptions:

    Hand descriptions:
    Crowbar
    Spoiler:
    Crowbar
    Traits: Tool, Basic
    Powers: Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it..
    Quartermaster
    Spoiler:
    Quartermaster
    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.
    The Foreign Trader (acq)
    Spoiler:
    The Foreign Trader (acq)
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Displayed descriptions:
    Gambeson
    Spoiler:
    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.


    Yoon's Deck; Female Human Kineticist

    The Crickets grow louder as the hour draws late. Yoon skips over to the Library, beckoned by Lazzero and Flenta while Kess holds down the Chambers. Thanks to Lazzero's reconnaissance, Yoon knows the devil is impervious to her favorite weapon (fire), so she takes out the sling she found on the Rooftops and channels the magical energy she stored earlier into it, attempting to pluck it from the sky. Freely recharge Sling to use Dexterity +2d4 on Combat check, discard Enchant Weapon to add 1d4+1 to Combat check with a weapon, discard Lazzero's Benefaction to bless.

    Combat 14: 2d10 + 3d4 + 1 ⇒ (4, 5) + (2, 4, 2) + 1 = 18 Accuser devil defeated.

    With nowhere left to flee, the hideous devil is easy pickings for Yoon's enchanted sling stones.

    We win!


    DEVELOPMENT:
    The suspicious diabolical activity is centered on a dignified manor house on one of the better streets in the academic district. As you consider how best to assault the cult headquarters, the front door opens to reveal Viora Skedrin. Her piercing gaze lands directly upon you. “Trouble has come right to my doorstep, I see,” she says, bemused. “Get them.”

    Several burly cultists leap upon you, binding your arms, covering your heads, and bustling you into the manor. “The Whispering Way doesn’t take kindly to nosy intruders,” one hisses at you. “We’ll see what Mistress Viora wants done with you, but it won’t be good for you, I promise.”

    You might be able to overcome these cultists now, but a little patience might allow you to learn a lot about Viora’s treachery. You hope that she, like most villains, can’t resist an opportunity for a monologue. You will be most attentive if she does.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Each character draws a new level 1 ally.
  • PACS chacaters may choose a bonus deck upgrade.

    ADVENTURE REWARD:

  • Gain a supporter feat.
    Pathfinder Chronicler:
    Pathfinder Chronicler
    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.

    Pathfinder Bodyguard:
    Pathfinder Bodyguard
    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:
    Type Adv_Deck_Num Card
    Weapon 0 Sling
    Spell 1 Charm Person
    Spell 0 Enchant Weapon
    Spell 1 Fool’s Gold
    Spell 0 Frozen Touch
    Spell 1 Locate Object
    Item 0 Antiplague
    Item 1 Bastion Boots
    Item 0 Elixir Of Healing
    Item 0 War Drum
    Ally 1 Bound Imp
    Ally 0 Cat
    Ally 1 Craftsman
    Ally 1 Crow
    Ally 1 Fox
    Ally 0 Frog
    Ally 0 Merchant
    Ally 0 Mouse
    Ally 1 Priest Of Pharasma
    Ally 1 Standard Bearer
    Ally 0 Troubadour
    Blessing 0 Sands Of The Hour
    Blessing 1 The Betrayal
    Blessing 1 The Demon’s Lantern
    Blessing 1 The Foreign Trader
    Blessing 1 The Twin
    Blessing 1 The Waxworks


  • Adventure 2: Urgathoa's Persistent Shadow
    Build the Vault: The vault should contain all level 0, 1, and 2 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
    During This Adventure: On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.

    6-2A: Of Swords and Plowshares
    Evni Zongnoss carefully stirs honey into cups of tea before passing them around the table. The Venture-Captain waits patiently for everyone else to try the brew before bringing her own cup to her lips. With a contented sigh, she sets the cup down and gestures across the large table to the figure seated on the far end. “Pathfinders, it is my pleasure to introduce you to Second Sword Knight Aylunna Varvatos. She is coordinating efforts to rescue refugees within Lastwall. She presided over worship in Vigil’s grand cathedral of Iomedae, before catastrophe befell the city. Aylunna, we grieve with you today.”

    Aylunna holds up a hand. She wears a white gambeson and padded chausses, both stained with smoke and mud. Her sword rests at her hip, the scabbard chipped and marred. “There will be time to grieve later. What we need now is action. The settlement of Boursonne is under siege from masses of undead. We need you to travel there, break their putrid lines, and bring the survivors safely back to Vellumis.”

    Evni gives you a map showing the location of Boursonne. By morning, you’ve secured provisions and set out across the open hills towards the town. Travel is slow and dangerous, especially as you work to cut enough trail to accommodate the refugees without being too conspicuous to any dangerous forces that may lurk among the hills. On the third day, as you are carefully clearing brush from the narrow trail, four humans wielding swords step into the clearing.

    One of them points her sword at you and says, “Looks like you’re carrying a lot there. Why don’t you let us relieve some of your burden? Give us what food and equipment you have and turn yourselves around.” More bandits step into view from behind you. The flow of refugees, many carrying everything they still own, must have made easy targets for these opportunists. You’re ready to give them a challenge they weren’t expecting.

    LOCATIONS:
    1-Base
    1-Glade
    1-Ravine
    1-Thicket
    2-Ruin
    3-Forest
    4-Swamp
    5-River
    6-Trail

    SETUP:

  • Display the Bandit Leader story bane next to the scenario. Characters start at the Thicket.

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new Natural story bane.
  • Villain: Bandit Leader
  • Closing Henchmen: Bandit-Proxy A

    DURING THIS SCENARIO:

  • Treat the story banes Bandit and Bandit Leader as if they check to defeat also lists "OR Charisma Diplomacy 9."
  • When the Bandit is defeated with a combat check, mark the Bandit Leader with a bandit marker. The difficulty of checks to defeat the Bandit Leader is increased by its number of bandit markers (maximum equal to the number of characters).
  • When the Bandit is defeated without a combat check, you may bury a boon to summon and encounter a non-Animal ally then remove a bandit marker from the Bandit Leader.
    Bandit Leader:
    Bandit Leader
    Story Bane Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
    If undefeated, bury the top and bottom cards of your deck.


  • During This Adventure: 6-1: City of Sails and Shrouds
    Story Banes | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.

    During This Scenario: 6-2A: Of Swords and Plowshares

  • Harrow Suit: Hammers

    SETUP:

  • Display the Bandit Leader story bane next to the scenario. Characters start at the Thicket.

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new Natural story bane.
  • Villain: Bandit Leader
  • Closing Henchmen: Bandit-Proxy A

    DURING THIS SCENARIO:

  • Treat the story banes Bandit and Bandit Leader as if they check to defeat also lists "OR Charisma Diplomacy 9."
  • When the Bandit is defeated with a combat check, mark the Bandit Leader with a bandit marker. The difficulty of checks to defeat the Bandit Leader is increased by its number of bandit markers (maximum equal to the number of characters).
  • When the Bandit is defeated without a combat check, you may bury a boon to summon and encounter a non-Animal ally then remove a bandit marker from the Bandit Leader.
    Bandit Leader:
    Bandit Leader
    Story Bane Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
    If undefeated, bury the top and bottom cards of your deck.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Wolf Pack
    Monster 0

    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Monster 2
    Spoiler:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Monster 3
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Aberration
    Aquatic

    Check
    Combat
    11

    Powers
    If this monster would be defeated, reroll.

    Monster 4
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, discard a random ally; the difficulty is increased by its level.

    Monster 5
    Spoiler:
    Quivering Cube
    Monster 2

    Traits
    Ooze
    Obstacle

    Check
    Combat
    12
    OR
    Craft
    9

    Powers
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol Of Agony
    Barrier 2

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

    Barrier 2
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Barrier 3
    Spoiler:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Barrier 4
    Spoiler:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

    Barrier 5
    Spoiler:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Earthbreaker
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Mace
    Weapon 0

    Traits
    Mace
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 4
    Spoiler:
    Elven Curve Blade
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Random Spells:
    Spell 1
    Spoiler:
    Vampiric Touch
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Undead

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spell 2
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Spell 3
    Spoiler:
    Sonic Blast
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 4
    Spoiler:
    Fiery Glare
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    7

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Spell 5
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Quilted Cloth Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 1.
    • When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 2
    Spoiler:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Armor 3
    Spoiler:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 4
    Spoiler:
    Magic Leather Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 5
    Spoiler:
    Magic Mithral Chain Mail
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 3.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Twitch Tonic
    Item 2

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    10

    Powers
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Item 2
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Item 3
    Spoiler:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Item 4
    Spoiler:
    Zellara’s Harrow Deck
    Item 2

    Traits
    Loot
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

    Powers
    Reload to examine the top 3 cards of any character’s deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Item 5
    Spoiler:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Random Allies:
    Ally 1
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

    Ally 2
    Spoiler:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Ally 3
    Spoiler:
    Korvosan House Drake
    Ally 2

    Traits
    Dragon

    Check
    Wisdom
    Arcane
    Survival
    9

    Powers
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

    Ally 4
    Spoiler:
    Fortune-teller
    Ally 2

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.

    Ally 5
    Spoiler:
    Card Caster
    Ally 0

    Traits
    Human
    Magus
    Harrow

    Check
    Intelligence
    Knowledge
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Keep
    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 2
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessing 3
    Spoiler:
    The Courtesan
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.

    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

    Blessing 4
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessing 5
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Turn: 1 Flenta/yamasaki

    Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.

    Top Blessing:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Arueshalae)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 2 (Turn 3 Fumbus)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 3 (Turn 4 Kess)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 4 (Turn 5 Lazzero)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 5 (Turn 6 Yoon)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 6 (Turn 7 Flenta)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 7 (Turn 8 Arueshalae)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 8 (Turn 9 Fumbus)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 9 (Turn 10 Kess)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 10 (Turn 11 Lazzero)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 11 (Turn 12 Yoon)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 12 (Turn 13 Flenta)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Blessings Deck Card 13 (Turn 14 Arueshalae)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may remove 1 of your scourges.

    On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Blessings Deck Card 14 (Turn 15 Fumbus)
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Ranged check is blessed.

    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

    Blessings Deck Card 15 (Turn 16 Kess)
    Spoiler:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may recharge a card to replace all d4s with d8s.

    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

    Blessings Deck Card 16 (Turn 17 Lazzero)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 17 (Turn 18 Yoon)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 18 (Turn 19 Flenta)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessings Deck Card 19 (Turn 20 Arueshalae)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 20 (Turn 21 Fumbus)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 21 (Turn 22 Kess)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 22 (Turn 23 Lazzero)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 23 (Turn 24 Yoon)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 24 (Turn 25 Flenta)
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 25 (Turn 26 Arueshalae)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 26 (Turn 27 Fumbus)
    Spoiler:
    The Paladin
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When another character avenges your encounter, heal 1d4 cards.

    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

    Blessings Deck Card 27 (Turn 28 Kess)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 28 (Turn 29 Lazzero)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 29 (Turn 30 Yoon)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Glade
    Traits: Sacred, Wild
    At This Location: When you encounter a non–story bane, you may summon and encounter the danger. If you defeat it, banish the encountered bane; otherwise, evade it.
    When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
    When Permanently Closed: You may heal up to 2 cards.
    M:3 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1

    Glade Card 1:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Glade Card 2:
    Goblin Troublemaker
    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.

    Glade Card 3:
    Longspear
    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.

    Glade Card 4:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Glade Card 5:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Glade Card 6:
    Yeth Hound
    Monster 1

    Traits
    Outsider
    Animal

    Check
    Combat
    10

    Powers
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

    Glade Card 7:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Glade Card 8:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    Glade Card 9:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Glade Card 10:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Ravine
    Traits: Underground, Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1

    Ravine Card 1:
    Locate Object
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Ravine Card 2:
    Grounded Studded Leather
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
    • When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

    Ravine Card 3:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Ravine Card 4:
    Deadfall Scorpion
    Monster 2

    Traits
    Vermin
    Poison

    Check
    Combat
    13

    Powers
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Ravine Card 5:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Ravine Card 6:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Bury to draw the hour. You may not play this during an encounter.

    Ravine Card 7:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Ravine Card 8:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Ravine Card 9:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

    On another character’s check, discard to bless twice.
    Discard to explore.

    Ravine Card 10:
    Scimitar
    Weapon 0

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    7

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

    Thicket
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
    Located here: Flenta, Yoon, Aure, Fumbus, Lazzero, Kess

    Thicket Card 1:
    Korvosan Guard
    Ally 0

    Traits
    Perception
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    6
    OR
    Melee
    Ranged
    5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Thicket Card 2:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Thicket Card 3:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

    Powers
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Thicket Card 4:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Thicket Card 5:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Thicket Card 6:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may recharge any number of cards then reset.

    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Thicket Card 7:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Thicket Card 8:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Thicket Card 9:
    Caltrops
    Item 0

    Traits
    Object

    Check
    Dexterity
    Disable
    4

    Powers
    When a local character encounters a monster, discard; they evade it.

    Thicket Card 10:
    Half-plate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Ruin
    Traits: Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Ruin Card 1:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Ruin Card 2:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Ruin Card 3:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Ruin Card 4:
    Secret Stockpile
    Barrier 2

    Traits
    Cache
    Lock

    Check
    Dexterity
    Disable
    9
    OR
    Wisdom
    Perception
    11

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

    Ruin Card 5:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Ruin Card 6:
    Candlelight
    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.

    Ruin Card 7:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

    Ruin Card 8:
    Werewolf
    Monster 1

    Traits
    Lycanthrope

    Check
    Combat
    11
    OR
    Knowledge
    7

    Powers
    If the hour’s level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Ruin Card 9:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Ruin Card 10:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Forest
    Traits: Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1

    Forest Card 1:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Forest Card 2:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Forest Card 3:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Forest Card 4:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Forest Card 5:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Forest Card 6:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Forest Card 7:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Forest Card 8:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Forest Card 9:
    Twisted Space
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Forest Card 10:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
    Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Swamp
    Traits: Aquatic, Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Swamp Card 1:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Swamp Card 2:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Swamp Card 3:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Swamp Card 4:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Swamp Card 5:
    False Life
    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.

    Swamp Card 6:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Swamp Card 7:
    Demonling
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    8
    OR
    Arcane
    Knowledge
    6

    Powers
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Swamp Card 8:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Swamp Card 9:
    Vampire Spawn
    Monster 2

    Traits
    Undead
    Vampire

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

    Swamp Card 10:
    Plaguebearer
    Monster 1

    Traits
    Aberration
    Disease

    Check
    Combat
    15

    Powers
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.

    River
    Traits: Aquatic, Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M:3 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1

    River Card 1:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    River Card 2:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    River Card 3:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    River Card 4:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    River Card 5:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    River Card 6:
    Plaguebringer’s Mask
    Item 2

    Traits
    Accessory
    Magic
    Disease

    Check
    Intelligence
    Craft
    11

    Powers
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    River Card 7:
    Commune
    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.

    River Card 8:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    River Card 9:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    River Card 10:
    Smoke Slayer
    Monster 2

    Traits
    Perception
    Elemental

    Check
    Combat
    13

    Powers
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Trail
    Traits: Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Trail Card 1:
    Spiked Gauntlet
    Item 0

    Traits
    Accessory
    Piercing

    Check
    Strength
    Melee
    4

    Powers
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Trail Card 2:
    Bandit Leader
    Story Bane Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
    If undefeated, bury the top and bottom cards of your deck.

    Trail Card 3:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

    Powers
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Trail Card 4:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Trail Card 5:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

    Powers
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    Trail Card 6:
    Vampiric Mist
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.

    Trail Card 7:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Trail Card 8:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Trail Card 9:
    Swamp Ooze
    Monster 1

    Traits
    Ooze
    Acid

    Check
    Combat
    9

    Powers
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Trail Card 10:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    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

    No Location Card 1:
    Pathfinder Bodyguard
    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.

    No Location Card 2:
    Pathfinder Chronicler
    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.

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