
Yoon by Nick Wasko |

Barracks guard DC: 5 + 2 + 1 + 3 + 2 + 2 + 1 + 0 + 1 + 1 = 18
Discard Clinging Venom, reveal Gom-Gom.
Combat DC 18: 1d10 + 1d8 + 1d6 + 1d4 + 3 ⇒ (10) + (5) + (6) + (3) + 3 = 27
Barracks guarded, Blessing of the Gods available if needed.
Based on Kess' Villain Combat check, we win!

BR Mork |
DEVELOPMENT:
With their leaders gone, the remaining cultists scatter and the undead lose their focus. You and the remaining townsfolk manage to rout or destroy the stragglers. Ketrik, Boors, and Moise join you in rallying the survivors. Many are injured or sick, food is scarce, and the road ahead is very dangerous.
Ketrik pulls you aside after the long morning, the dirt on her face streaked with lines from sweat and tears. “We’ve packed what we can salvage. We have only three carts left; some things will have to be left behind so we can carry the wounded. It’ll be slow going, you know. The three of us are the only proper guards left here. The rest of these people are farmers, mostly. Maybe a few are militia members, but none are prepared for a march.” Ketrik looks over her shoulder at the smoldering village. “I hope we live to see better days.”
SCENARIO REWARD:
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
ACQUIRED CARDS:
Short 1 card: Card Type: 1d6 ⇒ 1: Weapon (Keen Starknife 2)
Weapon 2 Keen Starknife
Armor 0 Quilted Cloth Armor
Item 0 Acid Flask
Item 1 Staff Of Minor Healing
Item 2 Wand Of Flame
Blessing 1 The Waxworks

BR Mork |
6-2C: Plight of the Many
Three days later, supplies and spirits are low. In camp that afternoon, you find that the sick tents house more than a dozen people at various stages of disease. The guard Moise shows you to an old man, the left side of his face obscured by rough bandages. “This is Hendl. He was one of our shopkeepers. He’s the worst off of any of them. I’m not sure that he’ll make it.”
Hendl feebly reaches up towards you. “Food. Please.”
Moise frowns and kneels beside Hendl. “We can’t spare any more food right now, Hendl. I’m sorry but you’ll have to wait.” Hendl slumps and holds his bandaged face in his hand, mumbling to himself.
Moise stands. “We’ve fed him quite a lot, really, but he keeps asking for more. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.”
You begin to walk away but Hendl’s muttering grows louder. You turn to see that he has pulled the bandage from his mouth and is biting into his hand. Working to restrain Hendl, you recognize his gibbering as the same prayers spoken by the priestess during her hideous feast.
Hendl cries out, “Food! I’ve lost her favor and now I suffer without her shadow over me. Please.” Hendl coughs and spits a foul black mucus into the dirt. Wheezing, he weakly pulls a handful of tattered vellum from his pouch. You notice a list of plants, but most of the other markings on the page are impenetrable to you. Between ragged breaths, Hendl speaks, “Take this. The cure. Help me. I’m sorry. Don’t want to die. Forgive.”
Before you can take the papers, a woman grabs Hendl by the arm. “You monster!” she shouts. “You brought this on us. You’re the reason we lost everything. We’re dying out here.”
Others join the woman and toss Hendl to the ground. They shout and pull at him. Boors tries to quell the rising mob, but he is drowned out by their calls to deal with Hendl.
If Hendl can really help create a treatment, the crowd could be destroying their only hope of survival. Stop them!
LOCATIONS:
1 Base
1 Plaza
1 Shrine
1 Tavern
2 Stable
3 Barracks
4 Campsite
5 Ruin
6 Storehouse
SETUP:
STORY BANES:
DURING THIS SCENARIO:

BR Mork |
During This Adventure: 6-2: Urgathoa's Persistent Shadow
Story Banes | Loot | Supporters
During This Scenario: 6-2C: Plight of the Many
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
Traits
Undead
Ghoul
Check
Combat
12
Powers
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Monster 1
Traits
Vermin
Check
Combat
10
Powers
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Monster 1
Traits
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.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
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
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Barrier 2
Traits
Task
Check
Constitution
Fortitude
10
OR
Charisma
Diplomacy
12
Powers
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
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 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 0
Traits
Sword
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Weapon 0
Traits
Spear
Melee
Piercing
2-handed
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Spell 0
Traits
Magic
Arcane
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 P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
3
Powers
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
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 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 1
Traits
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 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Item 1
Traits
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 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 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 1
Traits
Object
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Item 0
Traits
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.
Ally 0
Traits
Elf
Hireling
Check
Charisma
Diplomacy
Perception
5
Powers
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Ally 0
Traits
Human
Ranger
Check
Charisma
Diplomacy
Ranged
4
Powers
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Ally 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.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Turn: 1 Lazzero/Chris
Top of Blessing Discard Pile: Sarenrae’s Light - When this is the hour: When you heal, you may heal an additional card.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Remaining: 29
Blessings Deck
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
Divine
Check
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
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Suit: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:2
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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Proxy 0
Traits
Check
None
0
Powers
Barrier 2
Traits
Task
Check
Intelligence
Craft
6
OR
Wisdom
8
Powers
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Barrier 2
Traits
Task
Undead
Veteran
Trigger
Check
Charisma
Diplomacy
8+#
OR
Divine
6+#
Powers
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
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.
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:3 Bl:0 ?:2
Barrier 0
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Acrobatics
6+#
OR
Constitution
Craft
Fortitude
7+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Ally 0
Traits
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.
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.
Monster 2
Traits
Animal
Check
Combat
12
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:2
Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
6+#
Powers
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
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.
Monster 1
Traits
Animal
Check
Combat
10
THEN
Combat
11
Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
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.
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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Ally 2
Traits
Ooze
Alchemical
Acid
Check
Intelligence
Craft
9
OR
Wisdom
Survival
11
Powers
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Proxy 0
Traits
Check
None
0
Powers
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Campsite
Traits: Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M:4 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:2
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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
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.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Proxy 0
Traits
Check
None
0
Powers
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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.
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.
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 ?:2
Proxy 0
Traits
Check
None
0
Powers
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
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.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
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.
Armor 2
Traits
Heavy Armor
Gray Maiden
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
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.
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Lazzero 125136-1009 |

Lazzero begins in the shrine.
Hand: Longspear, Blessing of Dispater, Fear, Circle of Law, Cure,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Dog, Hammer, Blessing of Abraxas , Blessing of Shax, Sanguine Talisman, Corroded Helm, Jinx Eater, Dread Bolt, Blessing of Belial, Torch, Backbreaker Mail
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.
In the hour of Sarenrae's Light, Lazzero explores and finds a haunt. He attempts an exorcism.
Divine DC 8: 1d10 + 5 ⇒ (4) + 5 = 9
He dispels the haunt with ease. With Dispater's guidance, Lazzero continues, finding a shrine of Gozreh. He acquires the blessing (Divine d10+5 vs DC 6) and uses it to press on, encountering the evil eye.
Divine DC 8: 1d10 + 5 ⇒ (4) + 5 = 9
The evil eye is banished. With that, the cleric loses his momentum and pauses to rest.
Hand: Longspear, Blessing of Belial, Fear, Circle of Law, Cure,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Corroded Helm, Sanguine Talisman, Jinx Eater, Blessing of Abraxas , Dread Bolt, Blessing of Shax, Torch, Dog, Hammer, Backbreaker Mail
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.
TL;DR: Top three cards of shrine banished; Gozreh's Growth (Blessing 1) acquired.

Yoon by Nick Wasko |

Yoon starts at the Campsite.
Hand: Sign of the Stranger, Fire Ward Gel, Possession, Sign of the Pack, Blessing of Cayden Cailean, Searing Flesh,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the ___ if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of the Gods 2, Gom-Gom, Haki Stick, Compass, Blessing of Sarenrae, Clinging Venom, Blessing of the Gods 1, Cook, Fan of Flames, Kami Medium
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
When Lazzero defeated the Evil Eye, he could examine the top card of the Shrine - Traitor. I assume Lazzero would want to recharge it and put it on the bottom of the location deck.
It is the Hour of the Sickness (befitting the current situation), and Yoon attempts to keep peace at the campsite. She finds a longbow by the fire.
Dexterity 7: 1d10 ⇒ 9 - Longbow acquired.
Yoon picks it up, hoping to find its owner. She looks among the strangers. Discard Sign of the Stranger to explore. Some of the refugees gang up around her! Discard Sign of the Pack to add 1 die to check to defeat.
Charisma 8: 2d8 + 1 ⇒ (2, 5) + 1 = 8 - Rioting Mob defeated.
Yoon's adorable nature appeals to the better angels of the refugees, and they disperse. Examine top card of location - Vampire Spawn. Recharge to bottom of location deck. Cayden Cailean further guides her on. Discard Blessing of Cayden Cailean to explore. A vampiric mist encircles the campsite. Reveal Possession to use Fortitude +1d8, +4 due to Weakness to Fire.
Top cards of deck discarded: 1d4 ⇒ 1 - Discard Gom-Gom.
Combat 12: 1d10 + 1d8 + 3 + 4 ⇒ (6) + (1) + 3 + 4 = 14 - Vampiric Mist defeated.
Yoon bends the campfire into the mist, scorching it into smoke. Examine top card of location - Elixir of Focus (Item 2). Reload to top of location deck. With the threats (internal and external) subdued, Yoon rests by the welcoming fire. Reset Hand; per location, heal 1 card (Sign of the Stranger).
Hand: Longbow, Fire Ward Gel, Possession, Fan of Flames, Blessing of Sarenrae, Searing Flesh,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Barracks if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of the Gods 2, Blessing of the Gods 1, Compass, Haki Stick, Cook, Sign of the Stranger, Clinging Venom, Kami Medium
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
TL;DR: Campsite card 1 acquired, card 2 (Proxy A) defeated, card 3 recharged, card 4 defeated, card 5 examined & reloaded.

Lazzero 125136-1009 |

When Lazzero defeated the Evil Eye, he could examine the top card of the Shrine - Traitor. I assume Lazzero would want to recharge it and put it on the bottom of the location deck.
Yes please! I missed that

Flenta 1001 by yamasaki |

Flenta will start at the Tavern.
Hand: Blessing of Pharasma, Spiked Chain +1, Blessing of Gorum, Greatsword, Greatclub,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Tavern
Hero Points: 1
Reroll Perk: Not Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Barracks if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Shock Glaive +1, Armor of the Sands, Shield Cloak, Burning Snot, Topaz of Strength, Staffbearer, Call Weapon, Quartermaster, Mind Thrust, Blessing of Sivanah, Flame Staff, Staff of Minor Healing
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
It is the hour of the Empty Throne. Flenta heads for the Tavern for a quick drink. The chef in the back kitchen accidentally released Burning Tar on the unsuspecting customers -- Flenta tries to avoid but it burns her Greatclub. Acrobatics 6+2=8 using Blessing of Gorum: 2d6 + 2 ⇒ (1, 1) + 2 = 4 Rerolling using Perk reroll. Acrobatics 6+2=8 using Blessing of Gorum: 1d6 + 3 ⇒ (5) + 3 = 8 She avoided an almost disastrous dousing.
She attracted the attention of a Sage who approached her. Scenario power; top card reloaded. They chatted for a while.
Hand: Blessing of Pharasma, Spiked Chain +1, Blessing of Sivanah, Greatsword, Burning Snot,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Current Location: Tavern
Hero Points: 1
Reroll Perk: Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Barracks if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Call Weapon, Armor of the Sands, Shock Glaive +1, Staffbearer, Shield Cloak, Topaz of Strength, Quartermaster, Mind Thrust, Staff of Minor Healing, Flame Staff
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
TL;DR Tavern card 1 banished. Card 2 reloaded.

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Arue will start at the stable Displaying her chain shirt And then move to the plaza
"
Hand: Bracers of Protection (core), Sanguine Talisman, BotArchdevils1, Grave Tender, Light Crossbow (Core), Arueshalae's Gift,
Displayed: Magic Chain Shirt (core),
Deck: 10 Discard: 0 Buried: 0
Hero Points: 1
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 me to the plaza if my location closes
Other: Gift in hand
Middle of Deck (Unknown Order): Deathbane Light Crossbow, BotArchdevils2, Blessing of Barbatos, Hand Crossbow, Thieves Tools (core), Blessing of Baphomet, Hungry Ghost Monk, Blessing of Baalzebul, Black Dagger Chemist, Corrosive Dagger +1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([X ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand
She explores and finds a banner of kings knocking over a harrow deck o get to it and calls on the archdevils for aid
diplomacy 10: 2d12 + 4 ⇒ (10, 4) + 4 = 18
She prodly displays the banner and asks grave tender to lead the way forward who finds an angry mob
diplomacy 8: 1d12 + 4 ⇒ (11) + 4 = 15
See charms the mob and then ducks away from the spectre (recharged)
"
Hand: Arueshalae's Gift, Bracers of Protection (core), Sanguine Talisman, Deathbane Light Crossbow, Black Dagger Chemist, Light Crossbow (Core),
Displayed: Magic Chain Shirt (core), Banner of the Ancient Kings,
Deck: 8 Discard: 2 Buried: 0
Hero Points: 1
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 me to the plaza if my location closes
Other: Gift in hand
Middle of Deck (Unknown Order): Blessing of Baalzebul, BotArchdevils2, Hungry Ghost Monk, Hand Crossbow, Thieves Tools (core), Blessing of Baphomet, Corrosive Dagger +1, Blessing of Barbatos
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([X ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand

Kessilandrie Anicia VIastos |

Also start at tavern.
Hand: Surgeon, Athlete, BotSamurai1, Retainer, Crowbar,
Displayed:
Deck: 12 Discard: 0 Buried: 0 Shirt Reroll Available: Y Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
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..
Traits: Human, Hireling, Basic
Powers: Recharge this card to add 1d6 to your Strength or Dexterity non-combat check.
Discard this card to explore your location.
Traits: Elf, Hireling
Powers: Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Reveal this card and choose a character at your location to shuffle a random card from her discard pile into her deck, then recharge this card.
Discard this card to explore your location.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Displayed descriptions:
hour: no effect
Give Flenta Retainer
explore tavern card 2
Flenta reloaded Sage, not recharged
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.
Sage DC 4 diplo: 1d8 + 1 ⇒ (2) + 1 = 3 banished
Discard athlete to explore
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.
Invisibililty DC 7 int: 1d6 ⇒ 4 banished
recharge surgeon to heal Athlete
EOT
n/a
RESET
Hand: Mattock, Smith, BotSamurai1, Iron Shield, Crowbar,
Displayed:
Deck: 11 Discard: 0 Buried: 1 Shirt Reroll Available: Y Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Iron Shield
Traits: Shield, Offhand
Powers: If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4 or a d6; take the new result. You may play another armor on this check.
Traits: Tool, Basic
Powers: Reveal this card to add 1d8 to your non-combat Strength check.
Recharge this card to use Strength or Melee in place of the listed skill in a check to defeat a barrier you encounter that has the Lock or Obstacle trait.
Traits: 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..
Traits: Human, Hireling
Powers:Recharge this card to add 1d10 to your check to acquire a weapon or an armor.
Discard this card to explore your location.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Displayed descriptions:
TLDR
Tavern - banished sage and invisibility
give Flenta Retainer ally/

BR Mork |
During This Adventure: 6-2: Urgathoa's Persistent Shadow
Story Banes | Loot | Supporters
During This Scenario: 6-2C: Plight of the Many
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 1
Traits
Aberration
Aquatic
Check
Combat
11
Powers
If this monster would be defeated, reroll.
Monster 1
Traits
Animal
Poison
Check
Combat
10
OR
Acrobatics
7
Powers
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Barrier 2
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
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 2
Traits
Task
Check
Constitution
Fortitude
10
OR
Charisma
Diplomacy
12
Powers
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Weapon 2
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Weapon 2
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 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 0
Traits
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 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.
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 2
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Spell 0
Traits
Magic
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 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
7
Powers
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
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.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Melee
Survival
9
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
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.
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Arcane
Craft
9
Powers
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Item 2
Traits
Accessory
Magic
Disease
Check
Intelligence
Craft
11
Powers
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Item 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.
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 2
Traits
Animal
Mount
Loot
Check
Wisdom
Charisma
Survival
14
Powers
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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
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 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.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Suit: 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 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: 6 Lazzero/Chris
Top of Blessing Discard Pile: Urgathoa’s Gluttony - When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessings Remaining: 24
Blessings Deck
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Suit: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Arue
Proxy 0
Traits
Check
None
0
Powers
Barrier 2
Traits
Task
Check
Intelligence
Craft
6
OR
Wisdom
8
Powers
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:2
Located here: Lazzero
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:2
Located here: Flenta, Kess
Monster 2
Traits
Animal
Check
Combat
12
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:2
Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
6+#
Powers
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
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.
Monster 1
Traits
Animal
Check
Combat
10
THEN
Combat
11
Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
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.
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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Ally 2
Traits
Ooze
Alchemical
Acid
Check
Intelligence
Craft
9
OR
Wisdom
Survival
11
Powers
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Proxy 0
Traits
Check
None
0
Powers
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Campsite
Traits: Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Yoon
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
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.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Proxy 0
Traits
Check
None
0
Powers
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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.
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.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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 ?:2
Proxy 0
Traits
Check
None
0
Powers
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
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.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
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.
Armor 2
Traits
Heavy Armor
Gray Maiden
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
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.
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Lazzero 125136-1009 |

It's the hour of Urgathoa's gluttony, and Lazzero presses onward into the shrine. He enters the shrine's theatre and absorbs it's divine power, but cannot access it due to the Pallid Princess's foul influence.
Automatically acquire The Theatre (Blessing 1; d10+5+d6 vs Divine DC 6), but bury due to blessing/hourglass deck power.
Lazzero invokes the blessing of Belial and presses on, and suffers a similar fate with Cayden Cailean's blessing.
Automatically acquire Cayden Cailean’s Revelry (Blessing 1; d10+5+d6 vs Divine DC 6), but bury due to blessing/hourglass deck power.
With no more divine inspiration, he casts Cure on himself and pauses to rest.
Healing: 1d4 + 1 ⇒ (4) + 1 = 5
Recovery DC 8: 1d10 + 5 ⇒ (3) + 5 = 8
Hand: Longspear, Hammer, Fear, Circle of Law, Blessing of Abraxas ,
Displayed:
Deck: 12 Discard: 0 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Blessing of Shax, Corroded Helm, Jinx Eater, Backbreaker Mail, Sanguine Talisman, Dread Bolt, Blessing of Dispater, Torch, Blessing of Belial, Dog, Gozreh's Growth
Recharged: Cure,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.
TL;DR: Acquired but buried two Blessings 1 (Cards 1 & 2).

Yoon by Nick Wasko |

It is the Hour of the Inquisitor, and Yoon leaves the Elixir in place, afraid of spilling its valuable contents. Instead she goes to the Stable, where she finds a woman in gray armor. Reveal Fan of Flames to use Fortitude +1d8 for combat check, discard to add another 1d6.
Combat 14: 1d10 + 1d8 + 1d6 + 3 ⇒ (6) + (3) + (6) + 3 = 18 - Gray Maiden Footsoldier defeated. Per scenario power, examine top card of location - Snake. Since Yoon's Wisdom is rubbish, she recharges it.
The Gray Maiden provocateur collapses into embers, and Yoon reaches out into the other stalls with her spiritual essence. Cast Possession to examine, if it is an ally or monster, encounter - Dire Boar.
A dire boar springs from the stable stall! Reveal Searing Flesh to use Fortitude +1d8 for combat checks; discard Searing Flesh for additional 1d6 on second roll.
Combat 10 (14): 1d10 + 1d8 + 3 ⇒ (1) + (8) + 3 = 12
Combat 11 (15): 1d10 + 1d8 + 1d6 + 3 ⇒ (4) + (3) + (6) + 3 = 16 - Dire Boar defeated, but not by enough; take 1d4 Combat damage. Per scenario power, examine top card of location - Wand of Acid Burst. She reloads it.
Combat Damage: 1d4 ⇒ 2 - lose Fire Ward Gel and Longbow.
Recharge Possession - Arcane 8: 1d8 + 1 ⇒ (1) + 1 = 2 - Possession discarded.
Knowing a wand awaits her, Yoon calls on Sarenrae for guidance. Discard Blessing of Sarenrae to explore. She attempts to attune to the wand.
Arcane 6: 1d8 + 1 ⇒ (3) + 1 = 4 - Wand of Acid Burst banished.
Yoon's attempt causes the wand to burn her with acid. Not liking this "liquid burn," she breaks the wand and rests. Reset hand; after drawing cards, set aside an equal number of random cards from discard pile, bury 1, and shuffle the rest into character deck.
Hand: Clinging Venom, Kami Medium, Compass, Blessing of the Gods 1, Blessing of the Gods 2, Cook,
Displayed:
Deck: 7 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Campsite if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Possession, Sign of the Stranger, Haki Stick, Blessing of Sarenrae, Searing Flesh, Gom-Gom, Sign of the Pack
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
Tl;DR: Stables card 1 defeated, card 2 recharged, card 3 defeated, card 4 banished.

Flenta 1001 by yamasaki |

It is the hour of the Cricket at the Tavern. After talking with the Sage who Kess managed to put off, Flenta sees someone's pet Cotct Basilisk gets off its cage and attacks the establishment's patrons.
BYA CON 8 using Blessing of Sivanah: 2d6 ⇒ (1, 6) = 7 Flenta gets Entangled and Exhausted by the monster. Kess needs to check if she is also Entangled and Exhausted.
Flenta swings her Greatsword (discarded/recharged) against the creature. Combat 12: 2d10 + 3 + 2d6 ⇒ (1, 6) + 3 + (2, 2) = 14 The beast is defeated in one mighty stroke.
She sees another patron eyeing her with interest -- a Priest of Pharasma by the looks of it. Flenta waves the holy person off, not wanting to deal with anyone just yet. Priest of Pharasma recharged.
Hand: Blessing of Pharasma, Spiked Chain +1, Armor of the Sands, Retainer, Burning Snot,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Current Location: Tavern
Hero Points: 1
Reroll Perk: Used // Flenta has the following scourges marked:Entangled:While Marked:
You cannot evade or move.When your location is closed, remove this scourge.
Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Barracks if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Mind Thrust, Topaz of Strength, Staff of Minor Healing, Shield Cloak, Flame Staff, Quartermaster, Call Weapon, Shock Glaive +1, Staffbearer
Recharged: Greatsword,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
TL;DR Card 1 banished, card 2 recharged.

Flenta 1001 by yamasaki |

Random other character that gets Entangled and Exhausted Arueshalae, Kess, Lazzero, Yoon: 1d4 ⇒ 4
Yoon gets Entangled and Exhausted as well.

![]() |

Arue will display her gift on Kess to boost her con by 1d4+1 as we don’t want to end with 8 scourges if we can help it will then remove some once we know who has what scourges

BR Mork |
During This Adventure: 6-2: Urgathoa's Persistent Shadow
Story Banes | Loot | Supporters
During This Scenario: 6-2C: Plight of the Many
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
Traits
Animal
Check
Combat
12
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Monster 1
Traits
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 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
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 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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.
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Weapon 0
Traits
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 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
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 0
Traits
Magic
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.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
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.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 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.
Item 0
Traits
Liquid
Magic
Divine
Check
Wisdom
Divine
4
Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
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
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Ally 0
Traits
Human
Ranger
Check
Charisma
Diplomacy
Ranged
4
Powers
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Ally 0
Traits
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 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
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.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Turn: 9 Arueshalae/Merisal The Risen
Top of Blessing Discard Pile: The Idiot - When this is the hour: When you fail a check, suffer the scourge Drained.
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 Remaining: 21
Blessings Deck
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Suit: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Arue
Proxy 0
Traits
Check
None
0
Powers
Barrier 2
Traits
Task
Check
Intelligence
Craft
6
OR
Wisdom
8
Powers
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:2
Located here: Lazzero
Proxy 0
Traits
Check
None
0
Powers
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:2
Located here: Flenta, Kess
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Proxy 0
Traits
Check
None
0
Powers
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.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:2
Located here: Yoon
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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Ally 2
Traits
Ooze
Alchemical
Acid
Check
Intelligence
Craft
9
OR
Wisdom
Survival
11
Powers
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Proxy 0
Traits
Check
None
0
Powers
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Ally 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.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Campsite
Traits: Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
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.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Proxy 0
Traits
Check
None
0
Powers
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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.
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.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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 ?:2
Proxy 0
Traits
Check
None
0
Powers
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
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.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
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.
Armor 2
Traits
Heavy Armor
Gray Maiden
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
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.
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Kessilandrie Anicia VIastos |

BYA DC 8 fort: 1d8 + 1 + 1d4 + 1 ⇒ (1) + 1 + (1) + 1 = 4 shirt reroll
BYA DC 8 fort: 1d8 + 3 ⇒ (6) + 3 = 9 no scourges

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Arue starts her turn by recalling her gift and discarding burying the banner of ancient kings to remove 1d4 ⇒ 4 scourges
She then heads to the stable and finds an ingratiating minion
diplomacy 7: 1d12 + 4 ⇒ (4) + 4 = 8
She will recharge the rioting mob and end her turn
"
Hand: Arueshalae's Gift, Bracers of Protection (core), Sanguine Talisman, Deathbane Light Crossbow, Black Dagger Chemist, Light Crossbow (Core),
Displayed: Magic Chain Shirt (core),
Deck: 8 Discard: 2 Buried: 1
Hero Points: 1
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 me to the plaza if my location closes
Other: Gift in hand
Middle of Deck (Unknown Order): Blessing of Baphomet, Hand Crossbow, Thieves Tools (core), Blessing of Barbatos, Hungry Ghost Monk, BotArchdevils2, Blessing of Baalzebul, Corrosive Dagger +1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([X ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand

BR Mork |
During This Adventure: 6-2: Urgathoa's Persistent Shadow
Story Banes | Loot | Supporters
During This Scenario: 6-2C: Plight of the Many
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Ooze
Mental
Check
Combat
12
Powers
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 1
Traits
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
Traits
Aberration
Trap
Check
Combat
15
OR
Wisdom
Perception
9
Powers
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Barrier 1
Traits
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 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.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
12
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 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 1
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character’s combat check, freely reload to add 1d4+1.
Weapon 1
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
3
Powers
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armor 0
Traits
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 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 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 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
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Arcane
Craft
9
Powers
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.
Item 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.
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Ally 1
Traits
Construct
Check
Intelligence
Craft
6
Powers
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Ally 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.
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
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.
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessing 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.
Turn: 10 Kess/redeux
Top of Blessing Discard Pile: The Waxworks - When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
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.
Blessings Remaining: 20
Blessings Deck
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Suit: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
Proxy 0
Traits
Check
None
0
Powers
Barrier 2
Traits
Task
Check
Intelligence
Craft
6
OR
Wisdom
8
Powers
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:2
Located here: Lazzero
Proxy 0
Traits
Check
None
0
Powers
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:2
Located here: Flenta, Kess
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Proxy 0
Traits
Check
None
0
Powers
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.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:2
Located here: Yoon, Arue
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.
Ally 2
Traits
Ooze
Alchemical
Acid
Check
Intelligence
Craft
9
OR
Wisdom
Survival
11
Powers
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Proxy 0
Traits
Check
None
0
Powers
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Ally 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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Campsite
Traits: Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
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.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Proxy 0
Traits
Check
None
0
Powers
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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.
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.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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 ?:2
Proxy 0
Traits
Check
None
0
Powers
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
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.
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.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
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.
Armor 2
Traits
Heavy Armor
Gray Maiden
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
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.
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Kessilandrie Anicia VIastos |

start of turn discard botsamaurai (hour)
explore
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Ask for Yoons BotGods
Rioting Mob DC 8 Diplo: 2d8 + 1 ⇒ (8, 4) + 1 = 13 defeated
scenario rule: examine Deadfall scorpion. recharge
just realized these are non-closing. so i guess i dont need an ally in hand
discard smith to explore
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Staff of Minor Healing DC 7 wis: 1d4 ⇒ 4 banished
EOT
n/a
RECOVERY
n/a
RESET
Hand: Mattock, Guide, Horn of Battle Clarity, Iron Shield, Crowbar,
Displayed:
Deck: 9 Discard: 2 Buried: 1 Shirt Reroll Available: N Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Iron Shield
Traits: Shield, Offhand
Powers: If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4 or a d6; take the new result. You may play another armor on this check.
Traits: Tool, Basic
Powers: Reveal this card to add 1d8 to your non-combat Strength check.
Recharge this card to use Strength or Melee in place of the listed skill in a check to defeat a barrier you encounter that has the Lock or Obstacle trait.
Traits: 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..
Traits: Instrument, Magic
Powers: On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Traits: Human, Hireling
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.
Displayed descriptions:
TLDR
tavern card 1 - rioting mob - defeated.
tavern card 2- deadfall scorpion - recharged
tavern card 3 - staff of minor healing - banished
Used Yoon's BotGods

Lazzero 125136-1009 |

In the hour of the winged serpent, Lazzero explores and finds a page of the antidote formula. He cuts his losses and eyes the plaza.
Encountered and displayed the Shrine's Proxy B. Going to go to the Plaza next.

Yoon by Nick Wasko |

Discard Blessing of the Gods 1.
It is the Hour of the Crows, and Yoon continues to explore the stable. She finds a suit of studded leather hanging from a peg, and slips it on. Auto-succeed Fortitude 4 to acquire, then display. She then follows her compass to the next stall. Discard Compass to explore. She encounters a jelly scavenging the horse's droppings. Discard Blessing of the Gods to add die to check to acquire.
Intelligence 9: 2d6 ⇒ (4, 5) = 9 - Flensing Jelly acquired. Per location power, shuffle one random ally into a random location.
Random Location: 1d7 ⇒ 2 - Random ally shuffled into Shrine.
Using scraps of food, Yoon tempts the ooze to follow her. Her Kami Medium then shows her towards the next stall. Discard Kami Medium to explore. She finds ingredients and alchemical instructions hidden among the saddlebags! Proxy B encountered and displayed. With the recipe in hand, she starts to eye the ruins. Reset hand; end turn.
Hand: Clinging Venom, Searing Flesh, Possession, Sign of the Stranger, Flensing Jelly, Cook,
Displayed: Studded Leather Armor,
Deck: 4 Discard: 7 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the Ruins if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Gom-Gom, Blessing of Sarenrae, Haki Stick, Sign of the Pack
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
TL;DR: Stable card 1 & 2 acquired, random ally shuffled into Shrine, Proxy B displayed next to Stable.

Flenta 1001 by yamasaki |

It is the hour of the Vision and Flenta sees the Antidote Formula Page (Hour power). She grabs it immediately (explored and displayed at the Tavern) and plans to head for the Barracks next.
Hand: Blessing of Pharasma, Spiked Chain +1, Armor of the Sands, Retainer, Burning Snot,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Current Location: Tavern
Hero Points: 1
Reroll Perk: Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Barracks if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Staffbearer, Staff of Minor Healing, Topaz of Strength, Quartermaster, Call Weapon, Shield Cloak, Mind Thrust, Flame Staff, Shock Glaive +1
Recharged: Greatsword,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

![]() |

it is the hour of the Queen mother
Arue recalls her gift and heads to the ruin
encounters and displays the formula page
Discards black dagger chemist to explore and finds a brawling mob
dexterity 6: 1d8 + 1 ⇒ (2) + 1 = 3
recharge bracers as well as armour to try unclog my hand
"
Hand: Arueshalae's Gift, Corrosive Dagger +1, Sanguine Talisman, Deathbane Light Crossbow, BotArchdevils2, Light Crossbow (Core),
Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 1
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 me to the plaza if my location closes
Other: Gift in hand happy to discard light crossbow to add 1d8 to distant combat check
Middle of Deck (Unknown Order): Thieves Tools (core), Blessing of Baalzebul, Blessing of Baphomet, Blessing of Barbatos, Hungry Ghost Monk, Hand Crossbow
Recharged: Bracers of Protection (core), Magic Chain Shirt (core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([X ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand
Ended up with three weapons and a blessing
Proxy Bs found at ruins tavern shrine and stable ruins card 1 encountered brawl card 2 shuffled into location

BR Mork |
During This Adventure: 6-2: Urgathoa's Persistent Shadow
Story Banes | Loot | Supporters
During This Scenario: 6-2C: Plight of the Many
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
Traits
Animal
Check
Combat
12
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Monster 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 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 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Barrier 1
Traits
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 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Barrier 2
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Weapon 0
Traits
Sword
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
Spear
Melee
Piercing
2-handed
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
11
Powers
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
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.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 1
Traits
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 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 0
Traits
Heavy Armor
Helm
Check
Constitution
Fortitude
4
Powers
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 1
Traits
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 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Ally 1
Traits
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.
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Turn: 15 Kess/redeux
Top of Blessing Discard Pile: Abadar’s Law - When this is the hour: On your check to close or to guard, add 1d4.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Remaining: 15
Blessings Deck
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Suit: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
Proxy 0
Traits
Check
None
0
Powers
Barrier 2
Traits
Task
Check
Intelligence
Craft
6
OR
Wisdom
8
Powers
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Lazzero
Notes: no proxy B, Traitor
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
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.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:0
Located here: Flenta, Kess
Notes: no proxy B
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.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
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.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Yoon,
Notes: no proxy B
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Ally 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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Campsite
Traits: Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
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.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Proxy 0
Traits
Check
None
0
Powers
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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.
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.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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
Located here: Arue
Notes: no proxy B, Brawl
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Barrier 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 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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Spell 1
Traits
Magic
Arcane
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.
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.
Armor 2
Traits
Heavy Armor
Gray Maiden
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
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.
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Kessilandrie Anicia VIastos |

Kess moves to Plaza
explores: Antidote Formula Page (displayed next to location.)
Hand: Mattock, Guide, Horn of Battle Clarity, Iron Shield, Crowbar,
Displayed:
Deck: 9 Discard: 2 Buried: 1 Shirt Reroll Available: N Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Iron Shield
Traits: Shield, Offhand
Powers: If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4 or a d6; take the new result. You may play another armor on this check.
Traits: Tool, Basic
Powers: Reveal this card to add 1d8 to your non-combat Strength check.
Recharge this card to use Strength or Melee in place of the listed skill in a check to defeat a barrier you encounter that has the Lock or Obstacle trait.
Traits: 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..
Traits: Instrument, Magic
Powers: On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Traits: Human, Hireling
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.
Displayed descriptions:
TLDR
move to plaza
display card 1 (antidotee formula page)

Lazzero 125136-1009 |

In the hour of prayer, Lazzero heads to the barracks. He finds a gauntlet.
Melee DC 4: 1d8 + 1 ⇒ (6) + 1 = 7
He grabs the weapon and presses on Abraxas's foul blessing. He encounters a zombie, and uses his longspear combined with a Circle of Law spell to fend it off.
Combat DC 13 (circle of law, longspear): 3d8 + 1 ⇒ (8, 1, 5) + 1 = 15
Recharge DC 8: 1d10 + 5 ⇒ (9) + 5 = 14
He defeats the zombie and stops his advance, spotting a geist in the distance and avoiding that path. Examine and recharge (bottom of deck) Card 3: Geist.
Hand: Longspear, Hammer, Fear, Spiked Gauntlet, Blessing of Belial,
Displayed:
Deck: 12 Discard: 1 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Blessing of Dispater, Jinx Eater, Dog, Dread Bolt, Sanguine Talisman, Blessing of Shax, Corroded Helm, Gozreh's Growth, Backbreaker Mail, Torch
Recharged: Cure, Circle of Law,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.
TL;DR: Barracks Card 1 acquired, Card 2 banished, Card 3 recharged to bottom of deck.

BR Mork |
During This Adventure: 6-2: Urgathoa's Persistent Shadow
Story Banes | Loot | Supporters
During This Scenario: 6-2C: Plight of the Many
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 1
Traits
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 1
Traits
Outsider
Check
Combat
10
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Barrier 2
Traits
Lock
Obstacle
Task
Check
Dexterity
Diplomacy
Disable
Stealth
9
Powers
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 1
Traits
Trap
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
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.
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
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
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 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
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.
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 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 0
Traits
Magic
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.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 1
Traits
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 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Item 0
Traits
Object
Check
Wisdom
Perception
6
Powers
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 0
Traits
Tool
Check
Strength
Melee
3
Powers
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Item 2
Traits
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
Traits
Accessory
Magic
Check
Constitution
Fortitude
9
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 2
Traits
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 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 0
Traits
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: 17 Yoon/Nick
Top of Blessing Discard Pile: Gorum’s Iron - When this is the hour: On your non-Attack combat check, add 1.
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 Remaining: 13
Blessings Deck
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Suit: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:0
Located here: Kess
Notes: no proxy B
Barrier 2
Traits
Task
Check
Intelligence
Craft
6
OR
Wisdom
8
Powers
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Notes: no proxy B, Traitor
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
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.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:0
Located here: Flenta,
Notes: no proxy B
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.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
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.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Yoon,
Notes: no proxy B
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Ally 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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:1 Ba:1 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:1 ?:2
Located here: Lazzero
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.
Proxy 0
Traits
Check
None
0
Powers
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.
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.
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Campsite
Traits: Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
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.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Proxy 0
Traits
Check
None
0
Powers
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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.
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.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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
Located here: Arue
Notes: no proxy B, Brawl
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Barrier 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 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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Spell 1
Traits
Magic
Arcane
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.
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.
Armor 2
Traits
Heavy Armor
Gray Maiden
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
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.
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Yoon by Nick Wasko |

It is the Hour of Gorum's Iron, and Yoon follows Lazzero to the Barracks, hoping the ornery priest will heal her. She looks around and finds a klar.
Fortitude 5: 1d10 + 3 ⇒ (4) + 3 = 7 - Klar acquired.
She grabs it and hurries after Lazzero, leaning into her "stranger danger" sense. Discard Sign of the Stranger to explore. She stumbles upon another page of the missing recipe, waving it above her head as she seeks out her other companions. Proxy B displayed, end turn.
Hand: Clinging Venom, Searing Flesh, Possession, Klar, Flensing Jelly, Cook,
Displayed: Studded Leather Armor,
Deck: 4 Discard: 8 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the ___ if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Haki Stick, Gom-Gom, Blessing of Sarenrae, Sign of the Pack
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
TL;DR: Barracks card 1 acquired, card 2 displayed (proxy B).

Flenta 1001 by yamasaki |

It is the hour of Prayer. Flenta was about to go to the Barracks but saw Yoon waving the recipe there, so instead she heads for the Campsite. She sees the Elixir of Focus. She asks Kess's Retainer (recharged) to get it.
INT 8: 1d8 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6 Oof, the stupid Retainer fumbled and dropped it in the fire.
Flenta Pharasma (discarded) for help, and she gets rewarded with a sword.
Melee 11: 1d10 + 3 ⇒ (6) + 3 = 9 It broke easily so she threw it away. Flenta gives up and rests for a while, healing (random card: Greatclub).
Hand: Greatclub, Spiked Chain +1, Armor of the Sands, Topaz of Strength, Burning Snot,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Current Location: Campsite
Hero Points: 1
Reroll Perk: Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Barracks if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Shield Cloak, Quartermaster, Staffbearer, Retainer, Shock Glaive +1, Staff of Minor Healing, Call Weapon, Mind Thrust, Flame Staff, Greatsword
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☐ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
TL;DR Campsite cards 1 and 2 banished.

![]() |

In the hour of the eclipse arue heads to the plaza to try find some loot
She runs into a snake oil salesman
Discard blessing to bless Kess’s intelligence check also adding her gift
int 9: 2d6 + 1d4 + 1 ⇒ (6, 2) + (4) + 1 = 13
Technically I believe Kess gets to decide whether to reload or recharge dimensional jump
Arueshalae gift adds to kess intelligence until start of my next turn
"
Hand: Hand Crossbow, Corrosive Dagger +1, Sanguine Talisman, Deathbane Light Crossbow, Blessing of Baphomet, Light Crossbow (Core),
Displayed: Arueshalae's Gift,
Deck: 6 Discard: 4 Buried: 1
Hero Points: 1
NOTES:
Available Support: When the cohort Arueshalae's Gift is displayed next to kess add 1d4+1 to all intelligence checks
Movement: move me to the plaza if my location closes
Other: happy to discard either light crossbow to add 1d8 to distant combat check baphomet adds two dice to any check on first exploration
Middle of Deck (Unknown Order): Thieves Tools (core), Blessing of Baalzebul, Blessing of Barbatos, Hungry Ghost Monk
Recharged: Bracers of Protection (core), Magic Chain Shirt (core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([X ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand

BR Mork |
During This Adventure: 6-2: Urgathoa's Persistent Shadow
Story Banes | Loot | Supporters
During This Scenario: 6-2C: Plight of the Many
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
6+#
Powers
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
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 2
Traits
Animal
Aquatic
Check
Combat
15
Powers
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Barrier 2
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Disable
8+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Barrier 2
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
Sword
Melee
Slashing
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.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
3
Powers
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
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 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Melee
Survival
9
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
Survival
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 2
Traits
Accessory
Magic
Disease
Check
Intelligence
Craft
11
Powers
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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.
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.
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 0
Traits
Human
Bard
Check
Charisma
Diplomacy
4
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Ally 0
Traits
Human
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 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Turn: 20 Kess/redeux
Top of Blessing Discard Pile: Pharasma’s Knowing - When this is the hour: On your check against an Undead card, add 1d6.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Remaining: 10
Blessings Deck
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Suit: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:0
Located here: Kess, Arue
Notes: no proxy B
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Notes: no proxy B, Traitor
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
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.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
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.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:0
Notes: no proxy B
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.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
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.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Notes: no proxy B
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Ally 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.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Yoon, Lazzero
Notes: no proxy B
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.
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.
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Campsite
Traits: Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Flenta,
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Proxy 0
Traits
Check
None
0
Powers
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
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.
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.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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
Notes: no proxy B, Brawl
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Barrier 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 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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Spell 1
Traits
Magic
Arcane
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.
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.
Armor 2
Traits
Heavy Armor
Gray Maiden
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
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.
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.

Kessilandrie Anicia VIastos |

move to Campsite to reunite with Flenta
explore
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Barghest DC 13 combat: 1d10 + 5 + 1d12 ⇒ (3) + 5 + (8) = 16 succeeded 1d4 ⇒ 2 defeated/banished. heal botsamurai from defeating monster
examine top card of location (scenario poweR): Proxy B. Reload.
Discard Guide to explore again. Proxy B: (Antidote Formula Page) displayed
EOT
heal guide (location power)
RECOVERY
n/a
RESET
discard mattock,crowbar, and horn of battle clarity
Hand: Camel, Gambeson, Horn of Battle Clarity, BoGorum, BotSamurai2,
Displayed:
Deck: 7 Discard: 4 Buried: 1 Shirt Reroll Available: N Hero Points: 0
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 []6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Gambeson
Traits: Light Armor, Basic
Powers: Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
Traits: Instrument, Magic
Powers: On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Traits: Animal, Mount, Basic
Powers: Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Traits: Divine, Gorum
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Displayed descriptions:
TLDR
move to campsite.
card 1 barghest banished
card 2 proxy B displayed

BR Mork |
DEVELOPMENT:
You wrest Hendl from the angry mob, bruised and bloody but alive.
Hendl’s notes are cryptic, and even with his help, it takes some time to decipher his recipe. Moise and Boors recall passing by a few of the herbs used in the tincture along the road, and they set out to gather what they can.
By nightfall the following day, you believe you have something that will help those that are ill. Some are hesitant to take a treatment from the “traitor Hendl,” but those that do begin to recover. Hendl himself is too far gone and passes away in the night. You and the guards prepare a humble grave for him away from the camp. It is a quiet service, but you each give your thanks to Hendl before returning to your posts.
It’s going to be a long day.
SCENARIO REWARD:
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• On this character’s checks against Disease or Poison cards, add 1d8.
• You may banish to remove the scourge Plagued or Poisoned from this character.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Item 2
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.
ACQUIRED CARDS:
Weapon 0 Longbow
Armor 0 Klar
Armor 0 Studded Leather Armor
Item 2 Banner Of The Ancient Kings
Item 0 Spiked Gauntlet
Ally 2 Flensing Jelly
Blessing 1 Cayden Cailean’s Revelry
Blessing 1 Gozreh’s Growth
Blessing 1 The Theater

BR Mork |
6-2D: Last Breath
Though the terrain has become more familiar and Vellumis grows closer by the day, the refugees’ strength is fading. Each day, you move slower and slower. Few have said anything, but the encroaching smoke, the shapes seen on nearby hills, and the wailing carried on the wind each night make it clear that the group is being followed by something terrible.
It is difficult to push the refugees to move any faster. Many are still recovering from illness or injuries sustained since the attack on Boursonne. Your hope is to reach Vellumis before the group is caught by the nightmare trailing it, but that hope is eroded each time you look at the agonized faces of the refugees around you.
You sit by your fire and chew on a few blades of grass idly plucked from the dirt. The guard Ketrik walks into the circle of firelight and motions to you.
“It’s your watch, Pathfinder. Go and relieve my man Boors on the perimeter. He needs some rest.”
At the edge of camp, you find Boors staring into the darkness, his torch sputtering on the ground behind him. You bend to pick it up, and he hisses, “Don’t touch that, Pathfinder. Look out there. Give your eyes some time to adjust and look at the horizon.” You see nothing except the stars and the shadow of the hills. Then the shadow moves. And moves again. As you peer into the darkness, you see the outline of a monstrous shape moving slowly towards the camp.
You send Boors back to warn the others and brace yourself to face the coming horror. You hear gasps and shouts behind you as the guards begin to rouse the refugees. Ketrik appears behind you, flinging a torch at the shape. A 15-foot-tall figure moves into the light, Urgathoa’s sigil carved into her gaunt chest. One arm droops low, terminating in an enormous curved claw. Her face bears the same cold, pale countenance of the priestess you killed in Boursonne. She looks down at you and smiles.
“Hello again... dinner.”
LOCATIONS:
1 Base
1 Barracks
1 Campfire
1 Hospice
2 Ossuary
3 Pits
4 Stables
5 Storehouse
6 Arsenal
SETUP:
STORY BANES:
DURING THIS SCENARIO:

BR Mork |
During This Adventure: 6-2: Urgathoa's Persistent Shadow
Story Banes | Loot | Supporters
During This Scenario: 6-2D: Last Breath
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Monster 1
Traits
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 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 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
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 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 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 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.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
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
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Armor 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 0
Traits
Heavy Armor
Check
Constitution
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
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 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 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.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Item 1
Traits
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 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
Item 0
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Ally 0
Traits
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 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Ally 0
Traits
Human
Ranger
Check
Charisma
Diplomacy
Ranged
4
Powers
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Ally 0
Traits
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.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Turn: 1 Lazzero/Chris
Top of Blessing Discard Pile: The Keep - When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
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.
Blessings Remaining: 29
Blessings Deck
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
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
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 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 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 P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 2
Traits
Deity: Norgorber
Divine
Veteran
Check
Dexterity
Divine
Stealth
5+#
Powers
WHEN THIS IS THE HOUR
On your Stealth check or your check that invokes the Poison trait, add 1d4.
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 1
Traits
Suit: 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.
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.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Monster 2
Traits
Ooze
Mental
Check
Combat
12
Powers
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Monster 2
Traits
Gargoyle
Check
Combat
15
Powers
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
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.
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Proxy 0
Traits
Check
None
0
Powers
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 1
Traits
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
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.
Story Bane Monster 1
Traits
Construct
Golem
Check
Combat
14
Powers
Immune to Attack, Mental, and Poison.
Before acting, discard the top card of your deck.
If undefeated, suffer the scourge Plagued.
Proxy 0
Traits
Check
None
0
Powers
Story Bane Monster 2
Traits
Undead
Zombie
Disease
Veteran
Check
Combat
10
THEN
Combat
11+##
Powers
Immune to Mental and Poison.
After acting, a local character suffers 1d4-1 Combat damage.
If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.
Story Bane Monster 2
Traits
Outsider
Fiend
Disease
Check
Combat
14
Powers
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Barrier 1
Traits
Trap
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.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Monster 2
Traits
Undead
Ghoul
Check
Combat
12
Powers
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
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.
Story Bane Monster 2
Traits
Lycanthrope
Check
Combat
15
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
Before acting, succeed at a Fortitude, Perception, or Stealth 5 check or suffer 1d4 Combat damage.
After acting, suffer the scourges Plagued and Wounded.
Monster 2
Traits
Aberration
Trap
Check
Combat
15
OR
Wisdom
Perception
9
Powers
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Story Bane Monster 2
Traits
Undead
Urgathoa
Check
Constitution
Fortitude
9
THEN
Combat
18
Powers
Immune to Mental and Poison.
After acting, bury the top card of your deck and suffer the scourge Plagued.
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.
Proxy 0
Traits
Check
None
0
Powers
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:0 Ba:0 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:0
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.
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.
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
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.
Item 0
Traits
Tool
Check
Strength
Melee
3
Powers
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Campsite
Traits: Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:0
Item 0
Traits
Liquid
Magic
Divine
Check
Wisdom
Divine
4
Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 1
Traits
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.
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 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Hospice
Traits: Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen’s Physician.
When Permanently Closed: Remove 1 of your scourges.
M:0 Ba:0 W:0 Sp:3 Ar:0 I:1 Al:2 Bl:2 ?:0
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
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.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Cold
Undead
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 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.
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.
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.
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.
Ossuary
Traits: Sacred, Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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.
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.
Weapon 2
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Pits
Traits: Underground, Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:0
Item 2
Traits
Instrument
Magic
Check
Constitution
Charisma
8
Powers
At the end of a local character’s move step, display at your location.
While displayed:
• At the end of each turn, local characters may move, and distant characters may move here.
• At the start of your turn, discard this card; if proficient, recharge it instead.
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.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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.
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.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:0
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.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Ally 0
Traits
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.
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.
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.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:0 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:0
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• On this character’s checks against Disease or Poison cards, add 1d8.
• You may banish to remove the scourge Plagued or Poisoned from this character.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Item 0
Traits
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.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
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.
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

Lazzero 125136-1009 |

Lazzero begins in the campsite.
Hand: Cure, Corroded Helm, Longspear, Backbreaker Mail, Blessing of Abraxas ,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Blessing of Shax, Fear, Sanguine Talisman, Dread Bolt, Circle of Law, Blessing of Belial, Torch, Hammer, Blessing of Dispater, Dog, Blessing of the Archdevils, Jinx Eater
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.
It's the hour of the keep. Lazzero tries to erect a magical invisible barrier to hold of the attackers.
Divine DC 9: 1d10 + 5 ⇒ (7) + 5 = 12
With the obstacle placed, Lazzero then follows Abraxas's blessing to face the next attacker, a cultist.
Combat DC 14 (longspear, backbreaker mail): 2d8 + 1 + 1d6 ⇒ (5, 7) + 1 + (4) = 17
He fells the cultist and falls back.
Hand: Cure, Corroded Helm, Longspear, Dog, Blessing of Dispater,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Circle of Law, Blessing of Shax, Dread Bolt, Blessing of Belial, Fear, Hammer, Jinx Eater, Blessing of the Archdevils, Plaguebringer Mask, Torch
Recharged: Backbreaker Mail, Blessing of Abraxas ,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.
TL;DR: First two siege deck cards banished.

Lazzero 125136-1009 |

EDIT: Missed extra explore from the first barrier.
Lazzero then uses Abraxas's blessing to encounter the blood veil.
Divine DC 6: 1d10 + 5 ⇒ (1) + 5 = 6
He overcomes the obstacle, but becomes diseased as a result.
Hand: Cure, Corroded Helm, Longspear, Dog, Blessing of Dispater,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0 // Lazzero has the following scourges marked:Plagued:While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the tenement if my location closes.
Other: Please bot me if I need to Guard my location, and let me know if you need to bury a card for a heal!
Middle of Deck (Unknown Order): Blessing of Shax, Hammer, Plaguebringer Mask, Fear, Dread Bolt, Blessing of Belial, Torch, Jinx Eater, Circle of Law, Blessing of the Archdevils
Recharged: Backbreaker Mail, Blessing of Abraxas ,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +1
Divine: Wisdom +3
Knowledge: Wisdom +1
Favored Card: Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Heavy Armors ☒ Weapons
POWERS:
You may ignore the Corrupted trait on a blessing you play on your (☐ or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your locaion shuffles 1d4+1 (☐ +2) cards from his discard pile into his deck.
UPDATE: Lazzero and 1 other PC are plagued.

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Arue starts in the stable
"
Hand: Blessing of Baphomet, Bracers of Protection (core), Sanguine Talisman, BotArchdevils2, BotArchdevils1, Magic Chain Shirt (core), Arueshalae's Gift,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings available
Middle of Deck (Unknown Order): Deathbane Light Crossbow, Thieves Tools (core), Blessing of Baalzebul, Blessing of Barbatos, Black Dagger Chemist, Hand Crossbow, Animated Zombie, Hungry Ghost Monk, Corrosive Dagger +1, Grave Tender, Light Crossbow (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([X ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand
Obviously trying to remeber where she hid all her weapons

BR Mork |
During This Adventure: 6-2: Urgathoa's Persistent Shadow
Story Banes | Loot | Supporters
During This Scenario: 6-2D: Last Breath
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Monster 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.
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 1
Traits
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 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 2
Traits
Task
Check
Constitution
Fortitude
10
OR
Charisma
Diplomacy
12
Powers
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Barrier 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.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
12
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 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 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
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
11
Powers
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
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.
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 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.
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Display. While displayed:
• When you suffer damage, you may banish to reduce it by 5.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Spell 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.
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
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 0
Traits
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.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Item 0
Traits
Book
Magic
Check
Intelligence
Arcane
4
Powers
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Item 1
Traits
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
Traits
Object
Alchemical
Attack
Fire
Check
Intelligence
Craft
10
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Ally 0
Traits
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.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 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: 2 Yoon/Nick
Top of Blessing Discard Pile: Urgathoa’s Gluttony - When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessings Remaining: 28
Blessings Deck
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.
On another character’s check, freely discard to reroll a die.
Discard to explore.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
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
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 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 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 P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 2
Traits
Deity: Norgorber
Divine
Veteran
Check
Dexterity
Divine
Stealth
5+#
Powers
WHEN THIS IS THE HOUR
On your Stealth check or your check that invokes the Poison trait, add 1d4.
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 1
Traits
Suit: 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.
Monster 2
Traits
Ooze
Mental
Check
Combat
12
Powers
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Monster 2
Traits
Gargoyle
Check
Combat
15
Powers
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
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.
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Proxy 0
Traits
Check
None
0
Powers
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 1
Traits
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
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.
Story Bane Monster 1
Traits
Construct
Golem
Check
Combat
14
Powers
Immune to Attack, Mental, and Poison.
Before acting, discard the top card of your deck.
If undefeated, suffer the scourge Plagued.
Proxy 0
Traits
Check
None
0
Powers
Story Bane Monster 2
Traits
Undead
Zombie
Disease
Veteran
Check
Combat
10
THEN
Combat
11+##
Powers
Immune to Mental and Poison.
After acting, a local character suffers 1d4-1 Combat damage.
If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.
Story Bane Monster 2
Traits
Outsider
Fiend
Disease
Check
Combat
14
Powers
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Barrier 1
Traits
Trap
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.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Monster 2
Traits
Undead
Ghoul
Check
Combat
12
Powers
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
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.
Story Bane Monster 2
Traits
Lycanthrope
Check
Combat
15
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
Before acting, succeed at a Fortitude, Perception, or Stealth 5 check or suffer 1d4 Combat damage.
After acting, suffer the scourges Plagued and Wounded.
Monster 2
Traits
Aberration
Trap
Check
Combat
15
OR
Wisdom
Perception
9
Powers
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Story Bane Monster 2
Traits
Undead
Urgathoa
Check
Constitution
Fortitude
9
THEN
Combat
18
Powers
Immune to Mental and Poison.
After acting, bury the top card of your deck and suffer the scourge Plagued.
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.
Proxy 0
Traits
Check
None
0
Powers
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:0 Ba:0 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:0
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.
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.
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
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.
Item 0
Traits
Tool
Check
Strength
Melee
3
Powers
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Campsite
Traits: Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:0
Located here: Lazzero
Item 0
Traits
Liquid
Magic
Divine
Check
Wisdom
Divine
4
Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 1
Traits
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.
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 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Hospice
Traits: Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen’s Physician.
When Permanently Closed: Remove 1 of your scourges.
M:0 Ba:0 W:0 Sp:3 Ar:0 I:1 Al:2 Bl:2 ?:0
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
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.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Cold
Undead
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 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.
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.
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.
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.
Ossuary
Traits: Sacred, Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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.
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.
Weapon 2
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Pits
Traits: Underground, Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:0
Item 2
Traits
Instrument
Magic
Check
Constitution
Charisma
8
Powers
At the end of a local character’s move step, display at your location.
While displayed:
• At the end of each turn, local characters may move, and distant characters may move here.
• At the start of your turn, discard this card; if proficient, recharge it instead.
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.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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.
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.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:0
Located here: Arue
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.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Ally 0
Traits
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.
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.
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.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:0 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:0
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• On this character’s checks against Disease or Poison cards, add 1d8.
• You may banish to remove the scourge Plagued or Poisoned from this character.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Item 0
Traits
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.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
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.
Supporter 2
Traits
Human
Ranger
Check
NONE
0
Powers
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

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After blessing lazzeros end of turn check Arue also displays her armour (her gift gives 1 d4+1 which leaves Lazzero 1 off getting rid of the plagued
Hand: Blessing of Baphomet, Bracers of Protection (core), Sanguine Talisman, BotArchdevils1,
Displayed: Arueshalae's Gift, Magic Chain Shirt (core),
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings available
Other: Gift gives Lazzerro 1d4+1 on all con checks
Middle of Deck (Unknown Order): Corrosive Dagger +1, Light Crossbow (Core), Black Dagger Chemist, Animated Zombie, Grave Tender, Hand Crossbow, Hungry Ghost Monk, Thieves Tools (core), Blessing of Barbatos, Blessing of Baalzebul, Deathbane Light Crossbow
Recharged: BotArchdevils2,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged Dex +2
Disable Dex+2
Knowledge Cha+1
Diplomacy Cha+3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons light Armours
POWERS:
Electricity, Fire. And poison damage dealt to you is reduced by 3 ([ ] 5)
You may evade your encounter ([ ] then if it is your turn, you may move
When the cohort Arueshalae's Gift is displayed next to a characters deck add 1d4 ([X ]+1) to their checks that used the marked skill. At the start of your turn you may add Arueshalaes's gift to your hand

Flenta 1001 by yamasaki |

Flenta starts in the Barracks.
Hand: Spiked Chain +1, Burning Snot, Quartermaster, Blessing of Pharasma, Blessing of Sivanah,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Barracks
Hero Points: 1
Reroll Perk: Not Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Ossuary if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
Middle of Deck (Unknown Order): Greatsword, Shock Glaive +1, Armor of the Sands, Staff of Minor Healing, Topaz of Strength, Shield Cloak, Blessing of Gorum, Mind Thrust, Call Weapon, Flame Staff, Staffbearer, Greatclub
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☑ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Yoon by Nick Wasko |

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

Yoon by Nick Wasko |

It is, fittingly, the Hour of Urgathoa’s Gluttony when Yoon faces the onslaught. An undead ooze made of brain tissue squelches towards her. Discard Sign of the Stranger to use Fortitude + 1d8 + 1d6 on Combat check.
Combat 12: 1d10 + 1d8 + 1d6 + 3 ⇒ (1) + (6) + (5) + 3 = 15 - Brain Ooze defeated.
Yoon scorches it, just before following her Compass to the northern border of the camp. Discard Compass to explore. A gargoyle swoops down from the sky, and Yoon readies another jet of flame. Vulnerable to magic, so DC reduced by 4; reveal Blessing of Sarenrae to use Fortitude + 1d8 on Combat check.
Combat 11: 1d10 + 1d8 + 3 ⇒ (4) + (8) + 3 = 15 - Gargoyle defeated.
The gargoyle collapses in a smoldering heap. Yoon calls on the gods for aid. Discard Blessing of the Gods to explore. A barghest lunges from the gloom. Discard Clinging Venom to use Fortitude + 1d8 + 1d6 on Combat check.
Combat 13: 1d10 + 1d8 + 1d6 + 3 ⇒ (3) + (7) + (6) + 3 = 19 - Barghest defeated.
Escape?: 1d4 ⇒ 3 - Barghest banished.
As charred corpses pile up around Yoon, she calls on Sarenrae for grace. Discard Blessing if Sarenrae to explore. One of her assailants was infected with Blood Veil. Discard Blessing of Cayden Cailean to add 2 dice to Constitution check.
Fortitude 6 (10): 3d10 + 3 ⇒ (2, 8, 3) + 3 = 16 - Blood Veil banished, no plagued.
Yoon’s youthful fortitude fends off the contagion. She rests to rekindle her inner flame. Reset hand, set aside equal number of cards from discard pile, bury one, and shuffle the rest into character deck.
Hand: Fire Ward Gel, Searing Flesh, Sign of the Lantern Bearer, Haki Stick, Sign of the Pack, Kami Medium,
Displayed:
Deck: 10 Discard: 0 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the ___ if my location closes.
Other: Hi I'm Yoon! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Fan of Flames, Cook, Blessing of the Gods 2, Possession, Clinging Venom, Sign of the Stranger, Blessing of the Gods 1, Gom-Gom, Compass
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: {Spell}
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
{Light Armor}
POWERS:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits;
you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
TL;DR: 4 siege deck cards banished, buried 1 card.

Flenta 1001 by yamasaki |

It is the hour of the Avalanche at the Barracks. She finds a Cultist henchman.
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.
She decides to whip out her Spiked Chain +1 to deal with it. Combat 10+2+2=14 (Barracks adds 1d4): 1d10 + 3 + 2d4 + 1 + 1d4 ⇒ (2) + 3 + (2, 1) + 1 + (2) = 11 The Cultist dodged the chain, but Flenta swings it back. Discard the Spiked Chain to reroll. Combat 10+2+2=14: 1d10 + 3 + 2d4 + 1 + 1d4 ⇒ (6) + 3 + (3, 1) + 1 + (3) = 17 Cultist is defeated. Spiked Chain is recharged.
Her Quartermaster then finds a Mob of Undead. Story Banes with Undead Trait: 1d8 ⇒ 3 Mummies attacks everyone!
Story Bane Monster 2
Traits
Undead
Mummy
Veteran
Check
Combat
14+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Good thing Flenta is ready with Burning Snot (Mummy is vulnerable to Fire) and Pharasma's blessing. Combat 14+2+2=18: 1d8 + 3 + 1d6 + 2d8 + 4 + 4 ⇒ (2) + 3 + (2) + (8, 8) + 4 + 4 = 31 Her Mummy is toast. Random character at every location gets attacked by Mummies. Barrier is defeated once everyone defeats their Mummy. Flenta has a Blessing of Sivanah to help with the checks.
Hand: Blessing of Gorum, Topaz of Strength, Staff of Minor Healing, Flame Staff, Blessing of Sivanah,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Current Location: Barracks
Hero Points: 1
Reroll Perk: Not Used
NOTES:
Available Support: Use Blessings as required.
Movement: Move me to the Ossuary if my location closes.
Other: Hi I'm Flenta! Will gladly avenge you!
[spoiler=Deck, Discard, Buried]
Reloaded:Middle of Deck (Unknown Order): Shock Glaive +1, Armor of the Sands, Mind Thrust, Greatclub, Staffbearer, Call Weapon, Shield Cloak, Greatsword
Recharged: Spiked Chain +1,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
☑ Heavy Armors, Weapons, Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
TL;DR: Scenario card 5 defeated. Scenario card 6 pending resolution.

Kessilandrie Anicia VIastos |

start at storehouse
Hand: Magic Chain Mail, Camel, BotSamurai2, Athlete, BotSamurai3, Smith, White War Paint,
Displayed:
Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: N Hero Points: 1
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 [X]6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Magic Chain Mail
Traits: Heavy Armor, Magic
Powers: Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Traits: Liquid, Paint,
Powers: Display this card next to your deck. While displayed, add 1d8 to your check against a bane that has the Undead trait. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.
Traits: Human, Hireling
Powers:Recharge this card to add 1d10 to your check to acquire a weapon or an armor.
Discard this card to explore your location.
Traits: Human, Hireling, Basic
Powers: Recharge this card to add 1d6 to your Strength or Dexterity non-combat check.
Discard this card to explore your location.
Traits: Animal, Mount, Basic
Powers: Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
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:
If someone would need to use one of my blessings for the Mummy encounter then I would let them encounter first so my power feat can heal my blessing
display white war paint
punch it, white war paint
Mummy DC 18 combat: 1d10 + 5 + 1d12 + 1d8 ⇒ (7) + 5 + (2) + (7) = 21 defeated. power feat: heal a card (if someone used a blessing of mine)
Hand: Magic Chain Mail, Camel, BotSamurai2, Athlete, BotSamurai3, Smith,
Displayed: White War Paint,
Deck: 10 Discard: 0 Buried: 0 Shirt Reroll Available: N Hero Points: 1
Notes: feel free to use cards/abilities as needed.
Melee: Str+3
DEXTERITY d6 []+1 []+2 []+3
Acrobatics: Dex+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Con+1
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d8 []+1 []+2
Diplomacy: Cha+1
Favored Card: Ally
Hand size 5 [X]6
Proficient with: None
Powers:
For your combat check, you may use Melee + 1d8 ([x] or Melee + 1d12 and add the Magic trait).
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
When you discard or bury a card as damage, it counts as up to 2 (□ 3) cards.
When you defeat a monster, you may heal a card (□ or an ally).
AP Rewards:
"
Hand descriptions:
Magic Chain Mail
Traits: Heavy Armor, Magic
Powers: Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Traits: Human, Hireling
Powers:Recharge this card to add 1d10 to your check to acquire a weapon or an armor.
Discard this card to explore your location.
Traits: Human, Hireling, Basic
Powers: Recharge this card to add 1d6 to your Strength or Dexterity non-combat check.
Discard this card to explore your location.
Traits: Animal, Mount, Basic
Powers: Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Traits: Basic
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
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:
White War Paint
Traits: Liquid, Paint,
Powers: Display this card next to your deck. While displayed, add 1d8 to your check against a bane that has the Undead trait. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.