(The hour for Uliah's turn was the Real Rabbit Prince, not the Marriage. So Uliah draws the hour instead of summoning an ally.)
The corrupted priestess is not easy to defeat, but when she falls, her body crumples to dust. Gingerly, with gloved hands, you seize the artifact and secure it in its new prison. You return to the Godsmouth Cathedral to give it to Ennis, but he wants nothing to do with it, fearing the temptation it represents; he says he trusts the Pathfinder Society to ensure the artifact is looked after properly.
At the Grand Lodge, you present the contained artifact to a specialist, Eando Kline, who knows how to suppress and mitigate the risks posed by dangerous relics such as this.
“Quite the dangerous device,” he says. “Let’s make sure it stays with us.”
Eando congratulates you on a job well done and promises to ensure that the statuette never causes trouble again.
Each player chooses a character. That character may add the ally Priest of Pharasma, the blessing Lady of Mysteries, and up to two of the blessings Pharasma's Knowing to their deck box.
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.
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
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.
Each player chooses a character that does not yet have a role card. When that character earns a role card, they may choose Blackjack, Hero of Korvosa from The Curse of the Crimson Throne. Add the boons Blackjack's Daggers, Blackjack's Rapier, and Blackjack's Gear to the character's deck box.
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
All characters earn 1 Hero Point.
- Lady of Valor (Blessing 3)
- The Healing Light (Blessing 3)
- The Big Sky (Blessing 2)
- The Bear (Blessing 2)
- The Joke (Blessing 2)
- The Tyrant (Blessing 2)
- The Peacock (Blessing 2)
- The Real Rabbit Prince (Blessing 2)
- Lamashtu's Madness (Blessing 2)
- The Winged Serpent (Blessing 2)
- Desna's Freedom (Blessing 1)
- Gorum's Iron (Blessing 1)
- Pharasma's Knowing (Blessing 1)
- Cayden Cailean's Revelry (Blessing 1)
- Sarenrae's Light (Blessing 1)
- White War Paint (Item 2)
- Divine Fortune (Spell 3)
- Embiggen (Spell 2)
- Fool's Gold (Spell 1)
- Humanbane Rapier (Weapon 2)