
Radovan - WilderRedbeard |

The hour of The Healing Light
When this is the hour: Characters cannot suffer scourges.
Remain at TP2.
Explore:
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.
Perception 9: 2d8 + 2 ⇒ (8, 3) + 2 = 13 defeated
Free explore from defeated barrier:
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.
Combat 13: 1d8 + 6 + 1d4 + 1 + 1d6 + 2 + 1 ⇒ (8) + 6 + (4) + 1 + (6) + 2 + 1 = 28 defeated & banished
Discard Torius Vin to explore:
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Combat 21+4=25: 1d8 + 6 + 1d4 + 1 + 1d12 + 1d6 + 2 + 1 ⇒ (2) + 6 + (4) + 1 + (7) + (6) + 2 + 1 = 29 defeated & banished
Discard Wayfinder to examine the top card of the location, choose not to shuffle, then explore:
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Radovan's power adds 1d6+1d4, FV adds 2+Poison, Norge adds 1+Fire. Seoni plays Enervation to decrease the difficulty by: 2d4 ⇒ (3, 3) = 6
Combat 10+##-6=12: 1d8 + 1d6 + 1d4 + 2 + 1 ⇒ (5) + (5) + (4) + 2 + 1 = 17 defeated
Attempt to close location. Banish Emporer Cobra displayed next to Quang. Seoni recharges The First to bless.
Wisdom 5+#=9: 3d6 + 3 ⇒ (3, 2, 6) + 3 = 14 success
Twisting Passages 2 closed.
Radovan moves to a random location: 2 + 1d3 ⇒ 2 + (2) = 4 Twisting Passages 4
End turn & reset hand.
Hand: Alaeron, Snick, Zae, Appleslayer, Blessing of Kofusachi, Salvator Scream (acq),
Displayed:
Deck: 7 Discard: 8 Buried: 2
Current Location: Twisting Passages 4
Hero Points: 0
Dice Re-Roll Used for 4C2?: Y
NOTES:
Available Support: Salvator Scream for local Know or Perc. Alaeron for local Combat. Kofusachi will be recharged when the hour lists Constitution to draw Stormrune Knife.
Current Devil Form(s) Displayed:
Fell Viridio:
Norge:
Quang:
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Perception: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: Pitbound Bodyguard (Role)
At the start of the scenario, display any 1 devil form ( [ X ] or 2 devil forms) ( [ X ] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ X ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to displayed devil form.

Seoni Hawkmoon |

Played Enervation and the First. Shuffling on recovery.
Turn 11: The hour is The Eclipse
On your Intelligence or Wisdom check, the difficulty is increased by 3.
Start of turn: Draw: The First, Enervation
Recharge: The Unicorn, Magical Mansion
Free exploration: Blackjack’s Gear
The First, Create Mindscape, +3 Difficulty of the hour
Perception 13+3=16: 1d8 + 3 + 1d8 + 1d4 ⇒ (8) + 3 + (3) + (4) = 18
Success
Acquired
Discard Blessing of Nethys to examine: Shock Kukri, Naval Hearo
Switch the order
Explore: Naval Hero
Diplomacy 9: 1d12 + 5 + 1d4 ⇒ (10) + 5 + (4) = 19
Success
Acquired
Ending my turn.
Hand: Enervation, Coordinated Blast, Blackjack's Gear, Codex of Conversations, Naval Hero, Apprentice,
Displayed: Create Mindscape,
Current Location: Twisting Passages 3Deck: 14 Discard: 1 Buried: 0
NOTES:
Available Support: Reroll used.
Other: HP: 2
Middle of Deck (Unknown Order): Knock, Wand of Enervation, Channel the Gift, Enervation (Loot), Spell Dagger, Acadamae Student, Riftwarden, Cleric of Nethys, The Eclipse, Duskwarden Ranger (Loot), Fly
Recharged: The Unicorn, Magical Mansion, The First,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Inelligence+1
Arcane: Charisma +2
Diplomacy: Charisma +2
Perception: Intelligence +2
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
☑ Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4.
☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
☐ After your location is shuffled, you may examine its top card.

MorkXII |

During This Adventure: Adventure 4: Buried Treasures
Build the Vault:
During this Adventure:
During This Scenario: 7-4C2: Brook No Rival
STORY BANES:
SETUP:
DURING THIS SCENARIO:
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Monster 2
Traits
Ooze
Obstacle
Check
Combat
12
OR
Craft
9
Powers
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Monster 2
Traits
Outsider
Devil
Check
Combat
14
OR
Arcane
9
Powers
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 4
Traits
Trap
Magic
Check
Intelligence
Knowledge
13
OR
Disable
12
Powers
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
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.
Barrier 4
Traits
Skirmish
Red Mantis
Check
None
0
Powers
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Barrier 0
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Acrobatics
6+#
OR
Constitution
Craft
Fortitude
7+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Weapon 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.
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 2
Traits
Mace
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to 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 3
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 0
Traits
Magic
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 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Loot
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display. While displayed:
• For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
• On another local character’s combat check, add 1d4 and the Magic trait.
• 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.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Cold
Veteran
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
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 2
Traits
Heavy Armor
Gray Maiden
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor P3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• You may evade Undead monsters you encounter.
• When you suffer any damage, you may draw this card to reduce it by 1.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Item 4
Traits
Craft
Object
Magic
Check
Intelligence
Arcane
Divine
11
Powers
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Item 4
Traits
Wand
Divine
Magic
Healing
Check
Wisdom
Divine
10
Powers
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
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.
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.
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 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
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 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
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 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
Deity: 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
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: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Turn: 12 Sajan/Cartmanbeck
Top of Blessing Discard Pile: The Cricket - When this is the hour: When a character moves on their turn, each other local character may move with them.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessings Remaining: 17
Blessings Deck
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Deity: 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
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessing 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
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 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 3
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 3
Traits
Deity: Shelyn
Divine
Check
Charisma
Divine
8
Powers
WHEN THIS IS THE HOUR
When you encounter a monster, you may evade it.
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Survival
4+#
Powers
WHEN THIS IS THE HOUR
The difficulty of your non-combat check against a bane is increased by 3.
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Blessing 1
Traits
Deity: 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
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: 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.
Twisting Passages
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Twisting Passages 2
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Twisting Passages 3
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seoni
Weapon 3
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Monster 2
Traits
Outsider
Check
Combat
11
Powers
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Monster 4
Traits
Vermin
Check
Combat
16
Powers
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
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 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.
Proxy 0
Traits
Check
None
0
Powers
Twisting Passages 4
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Sajan, Radovan
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
4
Powers
Display. While displayed:
• When you defeat a monster, after the encounter, you may discard a card to move.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your 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.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Monster 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.
Proxy 0
Traits
Check
None
0
Powers
Twisting Passages 5
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Ak
Story Bane Monster 4
Traits
Orc
Barbarian
Veteran
Check
Combat
20+#
Powers
Armor cards cannot be played to reduce damage this encounter.
Before acting, suffer 1d4 Melee Combat damage.
Ally 3
Traits
Loot
Human
Ranger
Check
Charisma
Diplomacy
10
OR
Perception
Ranged
8
Powers
Reload to examine the top card of your location, then you may shuffle your location.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.
Weapon 4
Traits
Knife
Melee
Ranged
Piercing
Finesse
Respect
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
13
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Monster 2
Traits
Aberration
Trap
Check
Combat
15
OR
Wisdom
Perception
9
Powers
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Monster 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.

![]() |

Sajan at TP4. Hour is The Cricket.
Explore to find Blue War Paint. Reveal Belt of Phys Prow.
Melee 4: 1d8 + 2 ⇒ (7) + 2 = 9 Acquired.
Archer to explore again. Vampire Spawn. I'll use my Sawtooth Saber and reveal the belt again. I'll also discard the weapon to add 1d8+4.
Combat 15: 1d8 + 4 + 1d6 + 2 + 1 + 1d8 + 4 + 1d4 ⇒ (5) + 4 + (6) + 2 + 1 + (8) + 4 + (4) = 34 Very defeated.
Gang Enforcer to explore again. Keen Starknife.
Acrobatics 12: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 Nice! Acquired.
I'll discard that useless War Paint and end my turn.
"
Hand: Keen Starknife, Orision 2, Belt of Physical Prowess, The Crows, Keen Rapier, Gem of Physical Prowess,
Displayed:
Deck: 6 Discard: 9 Buried: 0
Hero Points: 1
Reroll: Not used
Middle of Deck (Unknown Order): Thieves' Tools, Orison, Lookout, The Locksmith
Recharged: Desna's Freedom, The Father of Creation,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +1
Acrobatics: Dexterity +2
Fortitude: Constitution +2
Perception: Wisdom +1
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 ([X] 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it. ([ ] A local character may do so on your check.)
When you suffer ([X] or a local character suffers) Combat (☐ or any) damage, reduce it by 1. ([ ] Before you discard cards as damage, you may reload up to 2 cards.)
[ ] Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
[ ] Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
[ ] On your check, you may recharge an item ([ ] or a boon) to reroll a die.
Rewards:
For the rest of the Adventure Path, when you avenge, do not apply effects that happen when the bane is undefeated.
Choose a type of boon <BLESSING>. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside one boon of that type until the end of the scenario.
Each character, at the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.
Max card feats increased by 1.

MorkXII |

Hour: At the start of your turn, summon and encounter an ally.
Ally: Hippogriff Fledgling
Discard Desna's Freedom to bless
Survival 11: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (4) = 11 Acquired.
Explore: Orc Marauder
BA Melee damage: 1d4 ⇒ 1 Discard Glamered Leather Armor.
Reveal Venomous Dagger, using Stealth. Recharge it for +d12. Reveal Stalking ARmor for +2. Recharge Hippogriff Fledgling for +d10. +1 from Banner.
Combat 20+#=24: 1d8 + 5 + 1d12 + 2 + 1d10 + 1 ⇒ (2) + 5 + (11) + 2 + (8) + 1 = 29 Defeated.
Close:
Asking Radovan for Blessing of Kofusachi
Survival 5+#=9: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9 Recharge hand for +5 Closed.
Move to TP 3.
Draw up to 7.
Skills and Powers:Hand: Goblin Pickles, Red Mantis Mask, Leech, Sergeant-at-arms, Xoff, Blessing of the Gobs, Master of MastersSkills STRENGTH d8
DEXTERITY d8 +4
Stealth +1
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d8
WISDOM d6
Survival +1
CHARISMA d4Powers
Survivor
Hand Size 5
Proficient with Light Armors | Weapons
Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 ([X1] or 2 or 6) ([X3] or 1 or 7) ([X4] or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 ([X2] or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
☐ When you encounter a bane, you may recharge a card to evade it. (☐ Then you may draw a card.)
☐ Add 1d6 to your check to acquire an armor or an item (☐ or a weapon or a blessing).
☐ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).Chief
Hand Size 5
Proficient with Light Armors | Weapons
Start each scenario with the other side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you attempt a check to defeat and do not succeed by at least 5, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 ([X1] or 2 or 6) ([X3] or 1 or 7) (☐ or 0 or 8) until the end of the turn.
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 ([X2] or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.) (☐ After rerolling, you may draw a card) (☐ or 2 cards).
[X4] When you defeat a monster (☐ or a barrier), you may draw a card (☐ from your deck or from the discard pile of another character at your location).
☐ When you play (☐ or any character plays) a blessing on your check, add d12 instead of the normal die.Favored Card Type: None
Weapon 3 ☐ 4 ☐ 5
Spell 0
Armor 2 ☐ 3 ☐ 4
Item 3 [X5] 4 ☐ 5 (+1 Bonus)
Ally 1 [X2] 2 [X3] 3 [X4] 4
Blessing 6 [X1] 7
Displayed: Banner Of The Ancient Kings
Deck: 10 Discard: 5 Buried: 2
Hero Points: 3 Shirt Reroll Available (7-4C2): No
Notes: Role: Survivor
Hero point spent in c2
Sergeant-at-arms:Sergeant-at-arms
Ally 2Traits
Human
SoldierChecks
Charisma
Diplomacy
Knowledge
10Powers
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.Xoff:Xoff
Ally 1Traits
Goblin
RangerChecks
Wisdom
Perception
Charisma
Diplomacy
7Powers
Recharge this card to evade your encounter; another character at your location may encounter the card.
Discard this card to examine the top 3 cards of your location deck. Put any monsters back in any order, then the rest of the cards in any order; then explore your location.Blessing of the Gobs:Blessing of the Gobs
Blessing BTraits
Divine
BasicPowers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

MorkXII |

During This Adventure: Adventure 4: Buried Treasures
Build the Vault:
During this Adventure:
During This Scenario: 7-4C2: Brook No Rival
STORY BANES:
SETUP:
DURING THIS SCENARIO:
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 4
Traits
Dragon
Check
Combat
18
OR
Survival
12
Powers
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Monster 4
Traits
Animal
Swarm
Check
Combat
10
THEN
Combat
11
THEN
Combat
12
Powers
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Monster 2
Traits
Ooze
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
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.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Barrier 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Barrier 1
Traits
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
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Barrier 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.
Weapon 4
Traits
Knife
Melee
Ranged
Piercing
Finesse
Respect
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
13
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Weapon 4
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character’s combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 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.
Weapon 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution skills are 1d12+4.
• On this character’s Strength checks, add 1d4.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 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
Divine
Animal
Check
Wisdom
Divine
7
Powers
Display. While displayed:
• On your Dexterity and Charisma checks, add 1d6.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armor 2
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Armor 2
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 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 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• 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 2
Traits
Instrument
Magic
Check
Constitution
Charisma
8
Powers
At the end of a local character’s move step, display at your location.
While displayed:
• At the end of each turn, local characters may move, and distant characters may move here.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Arcane
Craft
9
Powers
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.
Item 2
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 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 4
Traits
Human
Spy
Check
Charisma
Diplomacy
11
OR
Knowledge
10
Powers
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 3
Traits
Loot
Human
Ranger
Check
Charisma
Diplomacy
10
OR
Perception
Ranged
8
Powers
Reload to examine the top card of your location, then you may shuffle your location.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.
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.
Blessing 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Blessing 3
Traits
Deity: Rovagug
Divine
Check
Banish A Boon
0
Powers
WHEN THIS IS THE HOUR
You may banish a random blessing from your discards to explore.
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Turn: 14 Radovan/Wilderredbeard
Top of Blessing Discard Pile: Pharasma’s Knowing - When this is the hour: On your check against an Undead card, add 1d6.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Remaining: 15
Blessings Deck
Blessing 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Deity: 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
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessing 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
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 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 3
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 3
Traits
Deity: Shelyn
Divine
Check
Charisma
Divine
8
Powers
WHEN THIS IS THE HOUR
When you encounter a monster, you may evade it.
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Survival
4+#
Powers
WHEN THIS IS THE HOUR
The difficulty of your non-combat check against a bane is increased by 3.
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Blessing 1
Traits
Deity: 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
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: 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.
Twisting Passages
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Twisting Passages 2
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Twisting Passages 3
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seoni, Ak
Weapon 3
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Monster 2
Traits
Outsider
Check
Combat
11
Powers
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Monster 4
Traits
Vermin
Check
Combat
16
Powers
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
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 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.
Proxy 0
Traits
Check
None
0
Powers
Twisting Passages 4
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Sajan, Radovan
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Monster 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.
Proxy 0
Traits
Check
None
0
Powers
Twisting Passages 5
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Radovan - WilderRedbeard |

Off turn: Discard BoKofusachi for Ak's check.
Start of turn: The hour of Pharasma's Knowing
When this is the hour: On your check against an Undead card, add 1d6.
Reveal Snick to recharge Torius Vin from discards.
Remain at Twisting Passages 4.
Discard Salvator Scream to draw the top card of the hourglass: Zon-Kuthon's Pain (Bl2). Hours shifted by 1.
Explore:
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Combat 14: 1d8 + 2d6 + 1d4 + 1 ⇒ (3) + (3, 4) + (2) + 1 = 13 undefeated
Discard Appleslayer for damage, suffer scourge Drained.
End turn. Bury Zon-Kuthon's Pain to remove Drained. Reset hand.
Hand: Stormrune Knife, Staff of Minor Healing (c), Snick, Zae, Keren Rhinn, Rodrick,
Displayed:
Deck: 4 Discard: 11 Buried: 3
Current Location: Twisting Passages 4
Hero Points: 0
Dice Re-Roll Used for 4C2?: Y // Radovan has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
NOTES:
Current Devil Form(s) Displayed:
Fell Viridio:
Norge:
Quang:
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Perception: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: Pitbound Bodyguard (Role)
At the start of the scenario, display any 1 devil form ( [ X ] or 2 devil forms) ( [ X ] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ X ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to displayed devil form.
At the start of Seoni's turn, recharge Staff of Minor Healing to recharge a random discarded card: Blessing of Abadar.

Seoni Hawkmoon |

Turn 15: The hour is Zon-kuthon’s Pain
After discarding any number of cards as damage, draw a card.
.
.
.
Start of the turn: Draw: Channel the Gift, Knock
Recharge: Black Jack's Gear, Knock
Channel the Gift to get: Enervation
Free exploration: Shock Kukri
Strength 12: 0 = 0
Fail
Banished
Discard Naval Hero to explore: Unseen Sentinel
Codex of Conversations Naval Hero: Diplomacy 9: 1d12 + 5 + 1d4 ⇒ (9) + 5 + (4) = 18
Success
Recharged
Create Mindscape
BA Perception 7: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (3) = 14
Success
Force Blast (Coordinated Blast), Create Mindscape
Combat 11: 1d12 + 5 + 2d4 + 3 + 1d4 ⇒ (1) + 5 + (4, 3) + 3 + (1) = 17
Success
Defeated
Discard Apprentice to explore: Cytillipede
Codex of Conversations Apprentice: Diplomacy 8: 1d12 + 5 + 1d4 ⇒ (9) + 5 + (4) = 18
Success, Recharged
Create Mindscape, Ask Ak for Seargant-At-Arms
Wisdom 7: 1d6 + 1d4 + 1d6 ⇒ (4) + (1) + (3) = 8
Success
Force Blast (Enervation), Create Mindscape, Enervation
Enervation: 2d4 ⇒ (2, 1) = 3
Combat 16-3=13: 1d12 + 5 + 2d4 + 2 + 1d4 ⇒ (6) + 5 + (4, 4) + 2 + (3) = 24
Success
Defeated
Ending my turn.
Shuffle recovery spells
Hand: Spell Dagger, Wand of Enervation, Codex of Conversations, Acadamae Student, Apprentice, Cleric of Nethys,
Displayed: Create Mindscape,
Current Location: Twisting Passages 3Deck: 14 Discard: 1 Buried: 0
NOTES:
Available Support: Reroll used.
Other: HP: 2
Middle of Deck (Unknown Order): Magical Mansion, Fly, The First, The Unicorn, The Eclipse, Enervation, Enervation (Loot), Duskwarden Ranger (Loot), Coordinated Blast, Channel the Gift, Riftwarden, Naval Hero, Knock, Blackjack's Gear
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Inelligence+1
Arcane: Charisma +2
Diplomacy: Charisma +2
Perception: Intelligence +2
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
☑ Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4.
☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
☐ After your location is shuffled, you may examine its top card.

![]() |

Hour is The Joke.
Explore TP4 to find a Ghoul Bat. Reveal my belt on the Con check.
Fortitude 8: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9 Success.
Combat 12: 1d8 + 4 + 1d6 + 1 + 1 ⇒ (7) + 4 + (2) + 1 + 1 = 15 Defeated.
Orison to explore again. Henchman (Orc Rager).
BA damage: 1d4 ⇒ 4 Reduced by 1 to 3. Discard my Keen Starknife, my Gem and The Crows.
Reloading my Keen Rapier to add 1d4, and also a blessing.
Combat 10+8=18: 1d8 + 4 + 1d6 + 1 + 1 + 1d4 ⇒ (3) + 4 + (3) + 1 + 1 + (1) = 13
Requesting Ak's Blessing of the Gobs, using it as The Joke, on my closing check.
closing Wisdom 9: 1d8 + 1d8 ⇒ (7) + (7) = 14 Success! TP4 is closed, and since there's only one location left, we ignore the scenario power and all end up at TP3.
"
Hand: Thieves' Tools, The Locksmith, Belt of Physical Prowess, Orison, Lookout, Desna's Freedom,
Displayed:
Deck: 2 Discard: 13 Buried: 0
Hero Points: 1
Reroll: Not used
Middle of Deck (Unknown Order): 0
Recharged: The Father of Creation,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +1
Acrobatics: Dexterity +2
Fortitude: Constitution +2
Perception: Wisdom +1
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
None
POWERS:
For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 ([X] 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it. ([ ] A local character may do so on your check.)
When you suffer ([X] or a local character suffers) Combat (☐ or any) damage, reduce it by 1. ([ ] Before you discard cards as damage, you may reload up to 2 cards.)
[ ] Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
[ ] Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
[ ] On your check, you may recharge an item ([ ] or a boon) to reroll a die.
Rewards:
For the rest of the Adventure Path, when you avenge, do not apply effects that happen when the bane is undefeated.
Choose a type of boon <BLESSING>. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside one boon of that type until the end of the scenario.
Each character, at the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.
Max card feats increased by 1.
Would REALLY love some healing if anyone has it. :)

MorkXII |

Bury BotGobs for Sajan and draw and recharge: Achaekek’s Claws
Hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
Explore: Sneak
Traits
Check
Powers
Recharge Xoff to evade. Someone else can encounter...
Monster 0
Human
Rogue
Veteran
Combat
9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

Radovan - WilderRedbeard |

Display a monster next to Quang when Sajan takes damage: Wyvern (M4).
Move to TP3 when TP4 closes.
Radovan encounters the Sneak. Banish monster next to Quang to add 1d6+4 to BA check, Drained.
BA Perception 7+#=11: 1d8 + 2 + 1d6 + 4 - 2 ⇒ (1) + 2 + (3) + 4 - 2 = 8 discard Zae
Reveal Stormrune Knife. Radovan's power adds 1d6, Fell Viridio adds 2+Poison, Norge adds 1+Fire, Drained.
Combat 9+##=17: 1d8 + 4 + 1d4 + 2 + 1d6 + 2 + 1 - 3 ⇒ (5) + 4 + (1) + 2 + (5) + 2 + 1 - 3 = 17 defeated

MorkXII |

Recharge Leech to heal Sajan for 1d4 - 1 ⇒ (2) - 1 = 1 cards.
Banish Goblin Pickles to heal 1d4 ⇒ 3 for Ak.
Draw up to 7.
Skills and Powers:Hand: Limning Starknife, Glamered Leather Armor, Stalking Armor, Red Mantis Mask, Sergeant-at-arms, Desna's Freedom, Master of MastersSkills STRENGTH d8
DEXTERITY d8 +4
Stealth +1
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d8
WISDOM d6
Survival +1
CHARISMA d4Powers
Survivor
Hand Size 5
Proficient with Light Armors | Weapons
Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 ([X1] or 2 or 6) ([X3] or 1 or 7) ([X4] or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 ([X2] or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
☐ When you encounter a bane, you may recharge a card to evade it. (☐ Then you may draw a card.)
☐ Add 1d6 to your check to acquire an armor or an item (☐ or a weapon or a blessing).
☐ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).Chief
Hand Size 5
Proficient with Light Armors | Weapons
Start each scenario with the other side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you attempt a check to defeat and do not succeed by at least 5, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 ([X1] or 2 or 6) ([X3] or 1 or 7) (☐ or 0 or 8) until the end of the turn.
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 ([X2] or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.) (☐ After rerolling, you may draw a card) (☐ or 2 cards).
[X4] When you defeat a monster (☐ or a barrier), you may draw a card (☐ from your deck or from the discard pile of another character at your location).
☐ When you play (☐ or any character plays) a blessing on your check, add d12 instead of the normal die.Favored Card Type: None
Weapon 3 ☐ 4 ☐ 5
Spell 0
Armor 2 ☐ 3 ☐ 4
Item 3 [X5] 4 ☐ 5 (+1 Bonus)
Ally 1 [X2] 2 [X3] 3 [X4] 4
Blessing 6 [X1] 7
Displayed: Banner Of The Ancient Kings
Deck: 12 Discard: 2 Buried: 4
Hero Points: 3 Shirt Reroll Available (7-4C2): No
Notes: Role: Survivor
Hero point spent in c2
Limning Starknife:Limning Starknife
Weapon 4Traits
Knife
Melee
Ranged
Piercing
Finesse
Respect
MagicChecks
Strength
Dexterity
Acrobatics
Melee
Ranged
13Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.Sergeant-at-arms:Sergeant-at-arms
Ally 2Traits
Human
SoldierChecks
Charisma
Diplomacy
Knowledge
10Powers
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.Desna's Freedom:Desna's Freedom
Blessing 1Traits
Deity: Desna
Divine
VeteranPowers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.Master of Masters:Master of Masters
Blessing 3Traits
Deity: Irori
DivineChecks
Acrobatics
Divine
Fortitude
8Powers
WHEN THIS IS THE HOUR: On your check, you may reroll any dice showing 1.On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.Banner Of The Ancient Kings:Banner Of The Ancient Kings
Item 2Traits
Object
MagicChecks
Charisma
Diplomacy
Fortitude
Melee
10Powers
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.

MorkXII |

During This Adventure: Adventure 4: Buried Treasures
Build the Vault:
During this Adventure:
During This Scenario: 7-4C2: Brook No Rival
STORY BANES:
SETUP:
DURING THIS SCENARIO:
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Monster 4
Traits
Trigger
Aberration
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Monster 4
Traits
Dragon
Check
Combat
18
OR
Survival
12
Powers
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Barrier 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
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 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
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.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
11
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Weapon 4
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character’s combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Spell 2
Traits
Magic
Arcane
Attack
Undead
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Loot
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display. While displayed:
• For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
• On another local character’s combat check, add 1d4 and the Magic trait.
• 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.
Spell 4
Traits
Magic
Divine
Attack
Fire
Check
Wisdom
Divine
12
Powers
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 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 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it 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 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 3
Traits
Heavy Armor
Helm
Gray Maiden
Magic
Check
Constitution
Diplomacy
Fortitude
10
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
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.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Arcane
Craft
9
Powers
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 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.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• Remove your scourge Frightened.
• You may banish to ignore a monster’s before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
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 3
Traits
Loot
Human
Ranger
Check
Charisma
Diplomacy
10
OR
Perception
Ranged
8
Powers
Reload to examine the top card of your location, then you may shuffle your location.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.
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.
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 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you encounter a monster from a location, before acting, another local character summons and encounters it.
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Turn: 18 Radovan/Wilderredbeard
Top of Blessing Discard Pile: The First - When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
Blessing 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessings Remaining: 9
Blessings Deck
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 3
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 3
Traits
Deity: Shelyn
Divine
Check
Charisma
Divine
8
Powers
WHEN THIS IS THE HOUR
When you encounter a monster, you may evade it.
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Survival
4+#
Powers
WHEN THIS IS THE HOUR
The difficulty of your non-combat check against a bane is increased by 3.
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Blessing 1
Traits
Deity: 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
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: 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.
Twisting Passages
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Twisting Passages 2
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Twisting Passages 3
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seoni, Ak, Sajan, Radovan
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.
Proxy 0
Traits
Check
None
0
Powers
Twisting Passages 4
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Twisting Passages 5
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Radovan - WilderRedbeard |

The hour of The First
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
Reveal Rodrick to recharge Alaeron, shuffle Keren Rhinn to draw Zae and Appleslayer.
Remain at Twisting Passages 3.
Explore:
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Disable 8: 1d8 + 4 + 1d6 - 2 ⇒ (3) + 4 + (4) - 2 = 9 defeated
Discard Appleslayer to explore:
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Reveal and recharge Stormrune Knife, Radovan's power adds 1d6, Ak recharges Sergeant-at-arms to add 1d6, FV adds 2+Poison, Norge adds 1+Fire, Drained.
Combat 10+##=18: 1d8 + 6 + 2d4 + 2 + 1d6 + 1d6 + 2 + 1 - 6 ⇒ (8) + 6 + (4, 1) + 2 + (2) + (3) + 2 + 1 - 6 = 23 defeated
Attempt to close location. Ak discards Desna's Freedom, banish monster displayed next to Quang to add 1d6+3, Drained.
Wisdom 5+#=9: 3d6 + 3 - 3 ⇒ (5, 3, 2) + 3 - 3 = 10 success
Location closed.

MorkXII |

DEVELOPMENT:
As you pick over the corpses of your fallen orc foes, you wonder if the leader had expected the blood she so longed to taste would be her own, though she did get in a few hits with her battleaxe, a fine weapon sharp enough to hack through most barriers. You find few other worthwhile trinkets, but one of the orcs bears a religious symbol of Rovagug the Worldbreaker, which lays to rest any doubt you might have had about the necessity of these orcs’ deaths. Without another thought, you step over the remains of your foes and head ever closer to your goal.
SCENARIO REWARD:
Weapon 4
Traits:
Axe
Melee
Slashing
Magic
Orc
To Acquire:
Strength, Melee 14
Powers:
For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6.
On a check against a Lock or Obstacle barrier, reload to add 1d8.
ACQUIRED CARDS:
Weapon 2 Keen Starknife
Weapon P3 The Tall Knife
Spell 2 Fly
Item 2 Banner Of The Ancient Kings
Item 4 Blackjack’s Gear
Item 4 Blue War Paint
Item 4 Silver War Paint
Ally 4 Hippogriff Fledgling
Ally 2 Naval Hero
Ally 2 Noble
Ally 4 Salvator Scream
Blessing 4 Achaekek’s Claws
Blessing 3 The All-seeing Eye
Blessing 3 The Father Of Creation
Blessing 3 The Real Rabbit Prince
Blessing 3 The Unicorn
Blessing 2 Zon-kuthon’s Pain