DEVELOPMENT: With a final wail, the Daughter of Urgathoa collapses to the ground, her massive bladed arm burying itself in the soft earth. Ketrik makes certain she won’t be following you any further with a solid kick. You light the corpse with your torches and turn to rejoin the villagers.
The conclusion of the battle between you and the daughter of Urgathoa is given little ceremony. Too much time has been lost and too many miles remain ahead. A day later, the walls of the city are in sight. By midday, a handful of songs pepper the procession of exhausted refugees. When the first survivors walk through the gates, they grip each other and weep as they embrace you and the guards. Thoughts turn from immediate survival to the coming days and weeks. Though not out of danger, this trial has ended, and the refugees have earned some respite.
SCENARIO REWARD:
Each character gets a hero point.
The party gets all boons remaining in locations.
Rally the supporter Ketrik, Boors, or Moise.
Ketrik:
Ketrik
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
Boors:
Boors
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.
Moise:
Moise
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.
ADVENTURE REWARD:
Gain a supporter feat.
Each player unlocks the ability to play Merisiel from the Core Set using the Ultimate Equipment Character Deck.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2D: Last Breath
Harrow Suit: Stars
SETUP:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
When the last location closes, you lose.
To win, empty the siege stack.
Thunderstorm:
Thunderstorm
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.
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Monster 2
Spoiler:
Dire Badger
Monster 1
Traits
Animal
Check
Combat
11
OR
Perception
Survival
6
Powers
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Monster 3
Spoiler:
Boggard
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Monster 4
Spoiler:
Mimic
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 5
Spoiler:
Metal Cobra
Monster 2
Traits
Construct
Check
Combat
12
OR
Craft
8
Powers
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Random Barriers:
Barrier 1
Spoiler:
Burning Tar
Barrier 0
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Acrobatics
6+#
OR
Constitution
Craft
Fortitude
7+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Barrier 2
Spoiler:
Mad Prophet
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 3
Spoiler:
Imprisonment
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 4
Spoiler:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Barrier 5
Spoiler:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Random Weapons:
Weapon 1
Spoiler:
Throwing Axe
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Weapon 2
Spoiler:
Shortsword
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 3
Spoiler:
Heavy Crossbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Kukri
Weapon 0
Traits
Knife
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
4
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
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.
Random Spells:
Spell 1
Spoiler:
Disable Mechanism
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.
Spell 2
Spoiler:
Harrowstrike
Spell 1
Traits
Magic
Arcane
Divine
Attack
Force
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Display. While displayed:
• For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 3
Spoiler:
Deflect
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 4
Spoiler:
Fool’s Gold
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Spell 5
Spoiler:
Elemental Treaty
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Armored Coat
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 3
Spoiler:
Covering Heavy Shield
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 4
Spoiler:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 5
Spoiler:
Brute Force Shield
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.
Random Items:
Item 1
Spoiler:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Item 2
Spoiler:
Wand Of Flame
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 3
Spoiler:
Ring Of Protection
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 4
Spoiler:
Magnifying Glass
Item 0
Traits
Tool
Check
Intelligence
Disable
Perception
4
Powers
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Item 5
Spoiler:
Token Of Remembrance
Item 0
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Random Allies:
Ally 1
Spoiler:
Flensing Jelly
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.
Ally 2
Spoiler:
Craftsman
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Ally 3
Spoiler:
Droogami
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
Ally 4
Spoiler:
Card Caster
Ally 0
Traits
Human
Magus
Harrow
Check
Intelligence
Knowledge
5
OR
Charisma
Diplomacy
7
Powers
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Ally 5
Spoiler:
Clockwork Servant
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.
Random Blessings:
Blessing 1
Spoiler:
The Fiend
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 2
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessing 3
Spoiler:
The Crows
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 4
Spoiler:
The Dance
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessing 5
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 17 Yoon/Nick
Top of Blessing Discard Pile: Sarenrae’s Light - When this is the hour: When you heal, you may heal an additional card.
Top Blessing:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Remaining: 13
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 18 Flenta)
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessings Deck Card 2 (Turn 19 Arueshalae)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 3 (Turn 20 Kess)
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessings Deck Card 4 (Turn 21 Lazzero)
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessings Deck Card 5 (Turn 22 Yoon)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 6 (Turn 23 Flenta)
Spoiler:
The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Deck Card 7 (Turn 24 Arueshalae)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 8 (Turn 25 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 9 (Turn 26 Lazzero)
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Deck Card 10 (Turn 27 Yoon)
Spoiler:
Norgorber’s Shadow
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.
Blessings Deck Card 11 (Turn 28 Flenta)
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessings Deck Card 12 (Turn 29 Arueshalae)
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Deck Card 13 (Turn 30 Kess)
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 1:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario Deck Card 2:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 3:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 4:
Daughter Of Urgathoa
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.
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:0 Bl:1 ?:0
Located here: Flenta,
Barracks Card 1:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Barracks Card 2:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 3:
Magic Full Plate
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.
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.
Barracks Card 5:
Crowbar
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
Campsite Card 1:
Holy Water
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.
Campsite Card 2:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Campsite Card 3:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Campsite Card 4:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Campsite Card 5:
Sergeant-at-arms
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
Hospice Card 1:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Hospice Card 2:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hospice Card 3:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hospice Card 4:
Deathgrip
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.
Hospice Card 5:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Hospice Card 6:
War Drum
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Hospice Card 7:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 8:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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
Ossuary Card 1:
Glamered Leather Armor
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.
Ossuary Card 2:
Mirror Image
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ossuary Card 3:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ossuary Card 4:
Cleaving Battleaxe
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.
Ossuary Card 5:
Venomous Hand Crossbow
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:0 Ar:1 I:1 Al:1 Bl:0 ?:0
Located here: Yoon
Notes: Entangled
Pits Card 1:
Vicious Scythe
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.
Pits Card 2:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Pits Card 3:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 4:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
Stable Card 1:
Blast Stone
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Stable Card 2:
Priest Of Pharasma
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 Card 3:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Stable Card 4:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Stable Card 5:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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:1 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:0
Located here: Kess
Notes: Thunderstorm displayed
Storehouse Card 1:
Antiplague
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.
Storehouse Card 2:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 3:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Storehouse Card 4:
Snakebite Dagger
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.
Storehouse Card 5:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Base Card 5:
Moise
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.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2D: Last Breath
Harrow Suit: Stars
SETUP:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Monster 2
Spoiler:
Mimic
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 3
Spoiler:
Dire Boar
Monster 1
Traits
Animal
Check
Combat
10
THEN
Combat
11
Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Monster 4
Spoiler:
Unseen Sentinel
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 5
Spoiler:
Werewolf
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Random Barriers:
Barrier 1
Spoiler:
Razor Snare
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Barrier 2
Spoiler:
Ill Tidings
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Barrier 3
Spoiler:
Mountebank
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
Barrier 4
Spoiler:
Ingratiating Minion
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Barrier 5
Spoiler:
Flask Of Curses
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Random Weapons:
Weapon 1
Spoiler:
Quarterstaff Of Vaulting
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Dagger
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Melee
Ranged
Stealth
3
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Spoiler:
Dogslicer
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Weapon 4
Spoiler:
Shortbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Earthbreaker
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Harrowstrike
Spell 1
Traits
Magic
Arcane
Divine
Attack
Force
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Display. While displayed:
• For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 2
Spoiler:
Charm Person
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Spell 3
Spoiler:
Enchant Weapon
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 4
Spoiler:
Levitate
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
6
Powers
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Spell 5
Spoiler:
Aspect Of The Monkey
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.
Random Armors:
Armor 1
Spoiler:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 2
Spoiler:
Shield Of Resistance
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 3
Spoiler:
Magic Klar
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 4
Spoiler:
Grounded Studded Leather
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 5
Spoiler:
Half-plate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Random Items:
Item 1
Spoiler:
Gem Of Physical Prowess
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 2
Spoiler:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Item 3
Spoiler:
Wand Of Force Missile
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Item 4
Spoiler:
Elixir Of Healing
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 5
Spoiler:
Spiked Gauntlet
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Random Allies:
Ally 1
Spoiler:
Korvosan Dandy
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Ally 2
Spoiler:
Guide
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Ally 3
Spoiler:
Bound Homunculus
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Ally 4
Spoiler:
Priest Of Asmodeus
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
9
OR
Arcane
Divine
5
Powers
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Ally 5
Spoiler:
Burglar
Ally 0
Traits
Trigger
Human
Rogue
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Random Blessings:
Blessing 1
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 2
Spoiler:
Zon-kuthon’s Pain
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 3
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 4
Spoiler:
The Mountain Man
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 5
Spoiler:
The Big Sky
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Turn: 15 Kess/redeux
Top of Blessing Discard Pile: Lamashtu’s Madness - When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
Top Blessing:
Lamashtu’s Madness
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.
Blessings Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 Lazzero)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 2 (Turn 17 Yoon)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 3 (Turn 18 Flenta)
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessings Deck Card 4 (Turn 19 Arueshalae)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 5 (Turn 20 Kess)
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessings Deck Card 6 (Turn 21 Lazzero)
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessings Deck Card 7 (Turn 22 Yoon)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 8 (Turn 23 Flenta)
Spoiler:
The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Deck Card 9 (Turn 24 Arueshalae)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 10 (Turn 25 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 11 (Turn 26 Lazzero)
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Deck Card 12 (Turn 27 Yoon)
Spoiler:
Norgorber’s Shadow
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.
Blessings Deck Card 13 (Turn 28 Flenta)
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessings Deck Card 14 (Turn 29 Arueshalae)
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Deck Card 15 (Turn 30 Kess)
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 1:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Scenario Deck Card 2:
Thunderstorm
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.
Scenario Deck Card 3:
Leukodaemon
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.
Scenario Deck Card 4:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario Deck Card 5:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 6:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 7:
Daughter Of Urgathoa
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.
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:0 Bl:1 ?:0
Located here: Flenta,
Barracks Card 1:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Barracks Card 2:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 3:
Magic Full Plate
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.
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.
Barracks Card 5:
Crowbar
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
Campsite Card 1:
Holy Water
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.
Campsite Card 2:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Campsite Card 3:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Campsite Card 4:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Campsite Card 5:
Sergeant-at-arms
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
Hospice Card 1:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Hospice Card 2:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hospice Card 3:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hospice Card 4:
Deathgrip
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.
Hospice Card 5:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Hospice Card 6:
War Drum
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Hospice Card 7:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 8:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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
Ossuary Card 1:
Glamered Leather Armor
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.
Ossuary Card 2:
Mirror Image
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ossuary Card 3:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ossuary Card 4:
Cleaving Battleaxe
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.
Ossuary Card 5:
Venomous Hand Crossbow
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:0 Ar:1 I:1 Al:1 Bl:0 ?:0
Located here: Yoon
Notes: Entangled
Pits Card 1:
Vicious Scythe
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.
Pits Card 2:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Pits Card 3:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 4:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
Stable Card 1:
Blast Stone
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Stable Card 2:
Priest Of Pharasma
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 Card 3:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Stable Card 4:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Stable Card 5:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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:1 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:0
Located here: Kess
Storehouse Card 1:
Antiplague
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.
Storehouse Card 2:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 3:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Storehouse Card 4:
Snakebite Dagger
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.
Storehouse Card 5:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Base Card 5:
Moise
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.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2D: Last Breath
Harrow Suit: Stars
SETUP:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
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.
Monster 2
Spoiler:
Pixie Gang
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 3
Spoiler:
Giant Toad
Monster 1
Traits
Animal
Poison
Check
Combat
10
OR
Acrobatics
7
Powers
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Monster 4
Spoiler:
Reefclaw
Monster 1
Traits
Aberration
Aquatic
Check
Combat
11
Powers
If this monster would be defeated, reroll.
Monster 5
Spoiler:
Brain Ooze
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.
Random Barriers:
Barrier 1
Spoiler:
Haughty Nobles
Barrier 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Barrier 2
Spoiler:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Barrier 3
Spoiler:
Lost Local
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Barrier 4
Spoiler:
Flask Of Curses
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Barrier 5
Spoiler:
Acid-spraying Skull
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Random Weapons:
Weapon 1
Spoiler:
Scythe
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Kukri
Weapon 0
Traits
Knife
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
4
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Weapon 3
Spoiler:
Sling
Weapon 0
Traits
Sling
Ranged
Bludgeoning
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 4
Spoiler:
Longbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Longspear
Weapon 0
Traits
Spear
Melee
Piercing
2-handed
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Unearthly Aim
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 2
Spoiler:
Lightning Bolt
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 3
Spoiler:
Frostbite
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
8
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Spell 4
Spoiler:
Aspect Of The Monkey
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 5
Spoiler:
Heat Metal
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.
Random Armors:
Armor 1
Spoiler:
Magic Klar
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
Spoiler:
Magic Chain Shirt
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 3
Spoiler:
Armored Coat
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Spoiler:
Chain Mail
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 5
Spoiler:
Tower Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Random Items:
Item 1
Spoiler:
Spellbook
Item 0
Traits
Book
Magic
Check
Intelligence
Arcane
4
Powers
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Item 2
Spoiler:
Twitch Tonic
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 3
Spoiler:
Plaguebringer’s Mask
Item 2
Traits
Accessory
Magic
Disease
Check
Intelligence
Craft
11
Powers
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Item 4
Spoiler:
Wand Of Flame
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 5
Spoiler:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Random Allies:
Ally 1
Spoiler:
Naval Hero
Ally 2
Traits
Human
Swashbuckler
Check
Charisma
Diplomacy
Melee
9
Powers
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Ally 2
Spoiler:
Flensing Jelly
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.
Ally 3
Spoiler:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ally 4
Spoiler:
Spider
Ally 0
Traits
Vermin
Check
Wisdom
Fortitude
Survival
4
Powers
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Ally 5
Spoiler:
Sage
Ally 0
Traits
Human
Arcanist
Check
Charisma
Diplomacy
Knowledge
4
Powers
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Random Blessings:
Blessing 1
Spoiler:
The Owl
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 2
Spoiler:
The Rabbit Prince
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 3
Spoiler:
The Inquisitor
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessing 4
Spoiler:
The Locksmith
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 5
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 12 Yoon/Nick
Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.
Top Blessing:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 18
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 13 Flenta)
Spoiler:
The Uprising
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessings Deck Card 2 (Turn 14 Arueshalae)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 3 (Turn 15 Kess)
Spoiler:
Lamashtu’s Madness
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.
Blessings Deck Card 4 (Turn 16 Lazzero)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 5 (Turn 17 Yoon)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 6 (Turn 18 Flenta)
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessings Deck Card 7 (Turn 19 Arueshalae)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 8 (Turn 20 Kess)
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessings Deck Card 9 (Turn 21 Lazzero)
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessings Deck Card 10 (Turn 22 Yoon)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 11 (Turn 23 Flenta)
Spoiler:
The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Deck Card 12 (Turn 24 Arueshalae)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 13 (Turn 25 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 14 (Turn 26 Lazzero)
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Deck Card 15 (Turn 27 Yoon)
Spoiler:
Norgorber’s Shadow
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.
Blessings Deck Card 16 (Turn 28 Flenta)
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessings Deck Card 17 (Turn 29 Arueshalae)
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Deck Card 18 (Turn 30 Kess)
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 1:
Plague Zombie
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.
Scenario Deck Card 2:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario Deck Card 3:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Scenario Deck Card 4:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Scenario Deck Card 5:
Geist
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.
Scenario Deck Card 6:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Scenario Deck Card 7:
Thunderstorm
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.
Scenario Deck Card 8:
Leukodaemon
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.
Scenario Deck Card 9:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario Deck Card 10:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 11:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 12:
Daughter Of Urgathoa
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.
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:0 Bl:1 ?:0
Located here: Flenta,
Barracks Card 1:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Barracks Card 2:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 3:
Magic Full Plate
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.
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.
Barracks Card 5:
Crowbar
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
Campsite Card 1:
Holy Water
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.
Campsite Card 2:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Campsite Card 3:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Campsite Card 4:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Campsite Card 5:
Sergeant-at-arms
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
Hospice Card 1:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Hospice Card 2:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hospice Card 3:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hospice Card 4:
Deathgrip
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.
Hospice Card 5:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Hospice Card 6:
War Drum
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Hospice Card 7:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 8:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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
Ossuary Card 1:
Glamered Leather Armor
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.
Ossuary Card 2:
Mirror Image
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ossuary Card 3:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ossuary Card 4:
Cleaving Battleaxe
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.
Ossuary Card 5:
Venomous Hand Crossbow
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:1 Al:1 Bl:0 ?:0
Located here: Yoon
Notes: Entangled
Pits Card 1:
Acid Burst
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Pits Card 2:
Vicious Scythe
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.
Pits Card 3:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Pits Card 4:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 5:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
Stable Card 1:
Blast Stone
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Stable Card 2:
Priest Of Pharasma
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 Card 3:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Stable Card 4:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Stable Card 5:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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:1 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:0
Located here: Kess
Storehouse Card 1:
Antiplague
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.
Storehouse Card 2:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 3:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Storehouse Card 4:
Snakebite Dagger
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.
Storehouse Card 5:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Base Card 5:
Moise
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.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2D: Last Breath
Harrow Suit: Stars
SETUP:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
Powers
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Monster 2
Spoiler:
Accursed Priest
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Monster 3
Spoiler:
Troll
Monster 2
Traits
Troll
Veteran
Check
Combat
8+##
THEN
Combat
10+##
Powers
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Monster 4
Spoiler:
Crocodile
Monster 1
Traits
Animal
Aquatic
Check
Combat
11
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Monster 5
Spoiler:
Hell Hound
Monster 1
Traits
Outsider
Check
Combat
10
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Random Barriers:
Barrier 1
Spoiler:
Razor Snare
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Barrier 2
Spoiler:
Labyrinth
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 3
Spoiler:
Imps And House Drakes
Barrier 0
Traits
Skirmish
Outsider
Devil
Dragon
Check
Combat
10
OR
Arcane
Survival
6
Powers
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
Barrier 4
Spoiler:
Door Spike
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Barrier 5
Spoiler:
Evil Eye
Barrier 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Random Weapons:
Weapon 1
Spoiler:
Allying Dart
Weapon 1
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character’s combat check, freely reload to add 1d4+1.
Weapon 2
Spoiler:
Flaming Mace
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 3
Spoiler:
Longsword
Weapon 0
Traits
Sword
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Weapon 4
Spoiler:
Cruel Longsword
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 5
Spoiler:
Shortsword
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Random Spells:
Spell 1
Spoiler:
Fiery Glare
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
7
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Spell 2
Spoiler:
Vampiric Touch
Spell 2
Traits
Magic
Arcane
Attack
Undead
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 3
Spoiler:
Frostbite
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
8
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Spell 4
Spoiler:
Enhance
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 5
Spoiler:
Confusion
Spell 0
Traits
Magic
Arcane
Divine
Mental
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 2
Spoiler:
Helm
Armor 0
Traits
Heavy Armor
Helm
Check
Constitution
Fortitude
4
Powers
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Armor 3
Spoiler:
Magic Hide Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 4
Spoiler:
Armored Coat
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 5
Spoiler:
Magic Klar
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.
Random Items:
Item 1
Spoiler:
Caltrops
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 2
Spoiler:
Tangleburn Bag
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.
Item 3
Spoiler:
Plaguebringer’s Mask
Item 2
Traits
Accessory
Magic
Disease
Check
Intelligence
Craft
11
Powers
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Item 4
Spoiler:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 5
Spoiler:
Compass
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Random Allies:
Ally 1
Spoiler:
Harrower
Ally 0
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
4
OR
Knowledge
5
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Ally 2
Spoiler:
Giant Slug
Ally 1
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Ally 3
Spoiler:
Card Caster
Ally 0
Traits
Human
Magus
Harrow
Check
Intelligence
Knowledge
5
OR
Charisma
Diplomacy
7
Powers
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Ally 4
Spoiler:
Droogami
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
Ally 5
Spoiler:
Sage
Ally 0
Traits
Human
Arcanist
Check
Charisma
Diplomacy
Knowledge
4
Powers
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Random Blessings:
Blessing 1
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 2
Spoiler:
Asmodeus’s Tyranny
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 3
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 4
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 5
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Turn: 9 Arueshalae/Merisal The Risen
Top of Blessing Discard Pile: The Bear - When this is the hour: On your Strength check, add 2.
Top Blessing:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 2 (Turn 11 Lazzero)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 3 (Turn 12 Yoon)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 4 (Turn 13 Flenta)
Spoiler:
The Uprising
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessings Deck Card 5 (Turn 14 Arueshalae)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 6 (Turn 15 Kess)
Spoiler:
Lamashtu’s Madness
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.
Blessings Deck Card 7 (Turn 16 Lazzero)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 8 (Turn 17 Yoon)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 9 (Turn 18 Flenta)
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessings Deck Card 10 (Turn 19 Arueshalae)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 11 (Turn 20 Kess)
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessings Deck Card 12 (Turn 21 Lazzero)
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessings Deck Card 13 (Turn 22 Yoon)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 14 (Turn 23 Flenta)
Spoiler:
The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Deck Card 15 (Turn 24 Arueshalae)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 16 (Turn 25 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 17 (Turn 26 Lazzero)
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Deck Card 18 (Turn 27 Yoon)
Spoiler:
Norgorber’s Shadow
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.
Blessings Deck Card 19 (Turn 28 Flenta)
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessings Deck Card 20 (Turn 29 Arueshalae)
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Deck Card 21 (Turn 30 Kess)
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 1:
Ghoul Bat
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.
Scenario Deck Card 2:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 3:
Ogre
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Scenario Deck Card 4:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Scenario Deck Card 5:
Girrigz
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.
Scenario Deck Card 6:
Plague Zombie
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.
Scenario Deck Card 7:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario Deck Card 8:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Scenario Deck Card 9:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Scenario Deck Card 10:
Geist
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.
Scenario Deck Card 11:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Scenario Deck Card 12:
Thunderstorm
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.
Scenario Deck Card 13:
Leukodaemon
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.
Scenario Deck Card 14:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario Deck Card 15:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 16:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 17:
Daughter Of Urgathoa
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.
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:0 Bl:1 ?:0
Located here: Flenta, Arue
Barracks Card 1:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Barracks Card 2:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 3:
Magic Full Plate
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.
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.
Barracks Card 5:
Crowbar
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
Campsite Card 1:
Holy Water
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.
Campsite Card 2:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Campsite Card 3:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Campsite Card 4:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Campsite Card 5:
Sergeant-at-arms
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
Hospice Card 1:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Hospice Card 2:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hospice Card 3:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hospice Card 4:
Deathgrip
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.
Hospice Card 5:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Hospice Card 6:
War Drum
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Hospice Card 7:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 8:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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
Ossuary Card 1:
Glamered Leather Armor
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.
Ossuary Card 2:
Mirror Image
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ossuary Card 3:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ossuary Card 4:
Cleaving Battleaxe
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.
Ossuary Card 5:
Venomous Hand Crossbow
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:1 Al:1 Bl:0 ?:0
Located here: Yoon
Notes: Entangled
Pits Card 1:
Acid Burst
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Pits Card 2:
Vicious Scythe
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.
Pits Card 3:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Pits Card 4:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 5:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
Stable Card 1:
Blast Stone
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Stable Card 2:
Priest Of Pharasma
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 Card 3:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Stable Card 4:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Stable Card 5:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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:1 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:0
Located here: Kess
Storehouse Card 1:
Antiplague
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.
Storehouse Card 2:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 3:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Storehouse Card 4:
Snakebite Dagger
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.
Storehouse Card 5:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Base Card 5:
Moise
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.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2D: Last Breath
Harrow Suit: Stars
SETUP:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Monster 2
Spoiler:
Skeletal Owlbeast
Monster 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Monster 3
Spoiler:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Monster 4
Spoiler:
Accursed Priest
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Monster 5
Spoiler:
Red Mantis Initiate
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Random Barriers:
Barrier 1
Spoiler:
Snake Oil Seller
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 2
Spoiler:
Death’s Breath Door
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 3
Spoiler:
Cryptic Message
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Barrier 4
Spoiler:
Poison Gas
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 5
Spoiler:
Spiked Volley
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
9
Powers
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Random Weapons:
Weapon 1
Spoiler:
Longbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
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 3
Spoiler:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Weapon 4
Spoiler:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Allying Dart
Weapon 1
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character’s combat check, freely reload to add 1d4+1.
Random Spells:
Spell 1
Spoiler:
Phantasmal Minion
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 2
Spoiler:
Divine Insight
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 3
Spoiler:
Fire Bolt
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 4
Spoiler:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 5
Spoiler:
Holy Light
Spell 1
Traits
Magic
Divine
Attack
Check
Wisdom
Divine
8
Powers
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Helm Of The Valkyrie
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
Spoiler:
Armored Coat
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 3
Spoiler:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 4
Spoiler:
Slick Leather
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 5
Spoiler:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Random Items:
Item 1
Spoiler:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Item 2
Spoiler:
Plaguebringer’s Mask
Item 2
Traits
Accessory
Magic
Disease
Check
Intelligence
Craft
11
Powers
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Item 3
Spoiler:
Harrow Deck
Item 1
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 4
Spoiler:
Caltrops
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 5
Spoiler:
Bastion Boots
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Random Allies:
Ally 1
Spoiler:
Tinker
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Ally 2
Spoiler:
Bound Homunculus
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Ally 3
Spoiler:
Craftsman
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Ally 4
Spoiler:
Sage
Ally 0
Traits
Human
Arcanist
Check
Charisma
Diplomacy
Knowledge
4
Powers
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Ally 5
Spoiler:
Bound Imp
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Random Blessings:
Blessing 1
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 2
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Spoiler:
Zon-kuthon’s Pain
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 4
Spoiler:
The Fiend
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 5
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Turn: 7 Yoon/Nick
Top of Blessing Discard Pile: Torag’s Power - When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Top Blessing:
Torag’s Power
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessings Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 8 Flenta)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 2 (Turn 9 Arueshalae)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 3 (Turn 10 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 4 (Turn 11 Lazzero)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 5 (Turn 12 Yoon)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 6 (Turn 13 Flenta)
Spoiler:
The Uprising
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessings Deck Card 7 (Turn 14 Arueshalae)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 8 (Turn 15 Kess)
Spoiler:
Lamashtu’s Madness
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.
Blessings Deck Card 9 (Turn 16 Lazzero)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 10 (Turn 17 Yoon)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 11 (Turn 18 Flenta)
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessings Deck Card 12 (Turn 19 Arueshalae)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 13 (Turn 20 Kess)
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessings Deck Card 14 (Turn 21 Lazzero)
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessings Deck Card 15 (Turn 22 Yoon)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 16 (Turn 23 Flenta)
Spoiler:
The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Deck Card 17 (Turn 24 Arueshalae)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 18 (Turn 25 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 19 (Turn 26 Lazzero)
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Deck Card 20 (Turn 27 Yoon)
Spoiler:
Norgorber’s Shadow
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.
Blessings Deck Card 21 (Turn 28 Flenta)
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessings Deck Card 22 (Turn 29 Arueshalae)
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Deck Card 23 (Turn 30 Kess)
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 1 - Cave Bear:
Cave Bear
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Scenario Deck Card 2:
Locked Door
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Scenario Deck Card 3:
Ghoul Bat
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.
Scenario Deck Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 5:
Ogre
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Scenario Deck Card 6:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Scenario Deck Card 7:
Girrigz
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.
Scenario Deck Card 8:
Plague Zombie
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.
Scenario Deck Card 9:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario Deck Card 10:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Scenario Deck Card 11:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Scenario Deck Card 12:
Geist
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.
Scenario Deck Card 13:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Scenario Deck Card 14:
Thunderstorm
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.
Scenario Deck Card 15:
Leukodaemon
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.
Scenario Deck Card 16:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario Deck Card 17:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 18:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 19:
Daughter Of Urgathoa
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.
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:0 Bl:1 ?:0
Located here: Flenta, Arue
Barracks Card 1:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Barracks Card 2:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 3:
Magic Full Plate
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.
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.
Barracks Card 5:
Crowbar
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
Campsite Card 1:
Holy Water
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.
Campsite Card 2:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Campsite Card 3:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Campsite Card 4:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Campsite Card 5:
Sergeant-at-arms
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
Hospice Card 1:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Hospice Card 2:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hospice Card 3:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hospice Card 4:
Deathgrip
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.
Hospice Card 5:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Hospice Card 6:
War Drum
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Hospice Card 7:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 8:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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
Ossuary Card 1:
Glamered Leather Armor
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.
Ossuary Card 2:
Mirror Image
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ossuary Card 3:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ossuary Card 4:
Cleaving Battleaxe
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.
Ossuary Card 5:
Venomous Hand Crossbow
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
Located here: Yoon
Pits Card 1:
Drums Of Haste
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.
Pits Card 2:
Acid Burst
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Pits Card 3:
Vicious Scythe
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.
Pits Card 4:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Pits Card 5:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 6:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
Stable Card 1:
Blast Stone
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Stable Card 2:
Priest Of Pharasma
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 Card 3:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Stable Card 4:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Stable Card 5:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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:1 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:0
Located here: Kess
Storehouse Card 1:
Antiplague
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.
Storehouse Card 2:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 3:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Storehouse Card 4:
Snakebite Dagger
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.
Storehouse Card 5:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Base Card 5:
Moise
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.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2D: Last Breath
Harrow Suit: Stars
SETUP:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
Powers
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Monster 2
Spoiler:
Pixie Gang
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 3
Spoiler:
Wolf Pack
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Monster 4
Spoiler:
Termite Swarm
Monster 1
Traits
Vermin
Swarm
Trigger
Check
Combat
10
OR
Constitution
Fortitude
6
Powers
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Monster 5
Spoiler:
Rat Swarm
Monster 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Random Barriers:
Barrier 1
Spoiler:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Barrier 2
Spoiler:
Burning Tar
Barrier 0
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Acrobatics
6+#
OR
Constitution
Craft
Fortitude
7+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Barrier 3
Spoiler:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Barrier 4
Spoiler:
Evil Eye
Barrier 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Barrier 5
Spoiler:
Exploding Runes
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.
Random Weapons:
Weapon 1
Spoiler:
Warhammer
Weapon 0
Traits
Hammer
Melee
Bludgeoning
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Weapon 3
Spoiler:
Allying Dart
Weapon 1
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character’s combat check, freely reload to add 1d4+1.
Weapon 4
Spoiler:
Rapier
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 5
Spoiler:
Giantbane Greataxe
Weapon 1
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Force Missile
Spell 0
Traits
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 2
Spoiler:
Phantasmal Minion
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 3
Spoiler:
Immolate
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 4
Spoiler:
Frost Ray
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
7
Powers
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 5
Spoiler:
Detect Evil
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Heavy Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
4
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Spoiler:
Spiked Half-plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 3
Spoiler:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 4
Spoiler:
Full Plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 5
Spoiler:
Magic Mithral Chain Mail
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Random Items:
Item 1
Spoiler:
Compass
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Item 2
Spoiler:
Wand Of Flame
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 3
Spoiler:
Liquid Courage
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.
Item 4
Spoiler:
Ring Of Evasion
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 5
Spoiler:
Elixir Of Love
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Random Allies:
Ally 1
Spoiler:
Harrower
Ally 0
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
4
OR
Knowledge
5
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Ally 2
Spoiler:
Card Caster
Ally 0
Traits
Human
Magus
Harrow
Check
Intelligence
Knowledge
5
OR
Charisma
Diplomacy
7
Powers
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Ally 3
Spoiler:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Ally 4
Spoiler:
Priest Of Asmodeus
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
9
OR
Arcane
Divine
5
Powers
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Ally 5
Spoiler:
Spider
Ally 0
Traits
Vermin
Check
Wisdom
Fortitude
Survival
4
Powers
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 2
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 3
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessing 4
Spoiler:
Desna’s Freedom
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 5
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 5 Kess/redeux
Top of Blessing Discard Pile: Incitation - When this is the hour: No effect.
Top Blessing:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Lazzero)
Spoiler:
The Juggler
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.
Blessings Deck Card 2 (Turn 7 Yoon)
Spoiler:
Torag’s Power
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessings Deck Card 3 (Turn 8 Flenta)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 4 (Turn 9 Arueshalae)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 5 (Turn 10 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 6 (Turn 11 Lazzero)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 7 (Turn 12 Yoon)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 8 (Turn 13 Flenta)
Spoiler:
The Uprising
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessings Deck Card 9 (Turn 14 Arueshalae)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 10 (Turn 15 Kess)
Spoiler:
Lamashtu’s Madness
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.
Blessings Deck Card 11 (Turn 16 Lazzero)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 12 (Turn 17 Yoon)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 13 (Turn 18 Flenta)
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessings Deck Card 14 (Turn 19 Arueshalae)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 15 (Turn 20 Kess)
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessings Deck Card 16 (Turn 21 Lazzero)
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessings Deck Card 17 (Turn 22 Yoon)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 18 (Turn 23 Flenta)
Spoiler:
The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Deck Card 19 (Turn 24 Arueshalae)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 20 (Turn 25 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 21 (Turn 26 Lazzero)
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Deck Card 22 (Turn 27 Yoon)
Spoiler:
Norgorber’s Shadow
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.
Blessings Deck Card 23 (Turn 28 Flenta)
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessings Deck Card 24 (Turn 29 Arueshalae)
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Deck Card 25 (Turn 30 Kess)
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 2:
Mimic
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.
Scenario Deck Card 3:
Ghastly Runes
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Scenario Deck Card 4:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Scenario Deck Card 5:
Daughter Of Urgathoa
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.
Scenario Deck Card 6:
Traitor
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Scenario Deck Card 7:
Sczarni Thief
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.
Scenario Deck Card 8:
Carrion Golem
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.
Scenario Deck Card 9:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario Deck Card 10:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario Deck Card 11:
Ogre
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Scenario Deck Card 12:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 13:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Scenario Deck Card 14:
Geist
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.
Scenario Deck Card 15:
Locked Door
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Scenario Deck Card 16:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Scenario Deck Card 17:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 18:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 19:
Thunderstorm
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.
Scenario Deck Card 20:
Girrigz
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.
Scenario Deck Card 21:
Ghoul Bat
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.
Scenario Deck Card 22:
Plague Zombie
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.
Scenario Deck Card 23:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Scenario Deck Card 24:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Scenario Deck Card 25:
Leukodaemon
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.
Scenario Deck Card 26:
Cave Bear
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
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:0 Bl:1 ?:0
Located here: Flenta, Arue
Barracks Card 1:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Barracks Card 2:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 3:
Magic Full Plate
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.
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.
Barracks Card 5:
Crowbar
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
Campsite Card 1:
Holy Water
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.
Campsite Card 2:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Campsite Card 3:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Campsite Card 4:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Campsite Card 5:
Sergeant-at-arms
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
Hospice Card 1:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Hospice Card 2:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hospice Card 3:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hospice Card 4:
Deathgrip
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.
Hospice Card 5:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Hospice Card 6:
War Drum
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Hospice Card 7:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 8:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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
Ossuary Card 1:
Glamered Leather Armor
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.
Ossuary Card 2:
Mirror Image
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ossuary Card 3:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ossuary Card 4:
Cleaving Battleaxe
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.
Ossuary Card 5:
Venomous Hand Crossbow
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
Located here: Yoon
Pits Card 1:
Drums Of Haste
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.
Pits Card 2:
Acid Burst
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Pits Card 3:
Vicious Scythe
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.
Pits Card 4:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Pits Card 5:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 6:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
Stable Card 1:
Blast Stone
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Stable Card 2:
Priest Of Pharasma
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 Card 3:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Stable Card 4:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Stable Card 5:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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
Located here: Kess
Storehouse Card 1:
Frost Longbow
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.
Storehouse Card 2:
Antiplague
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.
Storehouse Card 3:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 4:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Storehouse Card 5:
Snakebite Dagger
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.
Storehouse Card 6:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Base Card 5:
Moise
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.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2D: Last Breath
Harrow Suit: Stars
SETUP:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Monster 2
Spoiler:
Unseen Sentinel
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 3
Spoiler:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Monster 4
Spoiler:
Attic Whisperer
Monster 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Monster 5
Spoiler:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Random Barriers:
Barrier 1
Spoiler:
Cutpurse Gang
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Barrier 2
Spoiler:
Cryptic Message
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Barrier 3
Spoiler:
Tangle Of Debris
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Barrier 4
Spoiler:
Exploding Runes
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 5
Spoiler:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Random Weapons:
Weapon 1
Spoiler:
Dagger
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Melee
Ranged
Stealth
3
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 2
Spoiler:
Longspear
Weapon 0
Traits
Spear
Melee
Piercing
2-handed
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Spoiler:
Flaming Mace
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 4
Spoiler:
Battleaxe
Weapon 0
Traits
Axe
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Weapon 5
Spoiler:
Scythe
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Lightning Bolt
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 2
Spoiler:
Enhance
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 3
Spoiler:
Unearthly Aim
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
Spoiler:
Commune
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Spell 5
Spoiler:
Cure
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Shield Of Resistance
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
Spoiler:
Slick Leather
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 3
Spoiler:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 4
Spoiler:
Grounded Studded Leather
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 5
Spoiler:
Magic Chain Shirt
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Random Items:
Item 1
Spoiler:
Zellara’s Harrow Deck
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 2
Spoiler:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Item 3
Spoiler:
Liquid Courage
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.
Item 4
Spoiler:
Luckstone
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Item 5
Spoiler:
Balmberry
Item 0
Traits
Plant
Alchemical
Check
Wisdom
Divine
Survival
6
Powers
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Random Allies:
Ally 1
Spoiler:
Teamster
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Ally 2
Spoiler:
Naval Hero
Ally 2
Traits
Human
Swashbuckler
Check
Charisma
Diplomacy
Melee
9
Powers
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Ally 3
Spoiler:
Soldier
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Ally 4
Spoiler:
Bat
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Ally 5
Spoiler:
Archer
Ally 0
Traits
Human
Ranger
Check
Charisma
Diplomacy
Ranged
4
Powers
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
The Fiend
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 2
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 3
Spoiler:
The Eclipse
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 4
Spoiler:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 5
Spoiler:
The Teamster
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Turn: 4 Arueshalae/Merisal The Risen
Top of Blessing Discard Pile: The Paladin - When this is the hour: When another character avenges your encounter, heal 1d4 cards.
Top Blessing:
The Paladin
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessings Remaining: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 5 Kess)
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessings Deck Card 2 (Turn 6 Lazzero)
Spoiler:
The Juggler
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.
Blessings Deck Card 3 (Turn 7 Yoon)
Spoiler:
Torag’s Power
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessings Deck Card 4 (Turn 8 Flenta)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 5 (Turn 9 Arueshalae)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 6 (Turn 10 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 7 (Turn 11 Lazzero)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 8 (Turn 12 Yoon)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 9 (Turn 13 Flenta)
Spoiler:
The Uprising
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessings Deck Card 10 (Turn 14 Arueshalae)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 11 (Turn 15 Kess)
Spoiler:
Lamashtu’s Madness
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.
Blessings Deck Card 12 (Turn 16 Lazzero)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 13 (Turn 17 Yoon)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 14 (Turn 18 Flenta)
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessings Deck Card 15 (Turn 19 Arueshalae)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 16 (Turn 20 Kess)
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessings Deck Card 17 (Turn 21 Lazzero)
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessings Deck Card 18 (Turn 22 Yoon)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 19 (Turn 23 Flenta)
Spoiler:
The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Deck Card 20 (Turn 24 Arueshalae)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 21 (Turn 25 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 22 (Turn 26 Lazzero)
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Deck Card 23 (Turn 27 Yoon)
Spoiler:
Norgorber’s Shadow
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.
Blessings Deck Card 24 (Turn 28 Flenta)
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessings Deck Card 25 (Turn 29 Arueshalae)
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Deck Card 26 (Turn 30 Kess)
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 1:
Leukodaemon
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.
Scenario Deck Card 2:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 3:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 4:
Carrion Golem
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.
Scenario Deck Card 5:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Scenario Deck Card 6:
Geist
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.
Scenario Deck Card 7:
Sczarni Thief
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.
Scenario Deck Card 8:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 9:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Scenario Deck Card 10:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario Deck Card 11:
Girrigz
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.
Scenario Deck Card 12:
Plague Zombie
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.
Scenario Deck Card 13:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Scenario Deck Card 14:
Ghoul Bat
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.
Scenario Deck Card 15:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 16:
Cave Bear
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Scenario Deck Card 17:
Daughter Of Urgathoa
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.
Scenario Deck Card 18:
Thunderstorm
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.
Scenario Deck Card 19:
Mimic
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.
Scenario Deck Card 20:
Ogre
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Scenario Deck Card 21:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Scenario Deck Card 22:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario Deck Card 23:
Traitor
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Scenario Deck Card 24:
Locked Door
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Scenario Deck Card 25:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Scenario Deck Card 26:
Ghastly Runes
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
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:0 Bl:1 ?:0
Located here: Flenta
Barracks Card 1:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Barracks Card 2:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 3:
Magic Full Plate
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.
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.
Barracks Card 5:
Crowbar
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
Campsite Card 1:
Holy Water
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.
Campsite Card 2:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Campsite Card 3:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Campsite Card 4:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Campsite Card 5:
Sergeant-at-arms
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
Hospice Card 1:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Hospice Card 2:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hospice Card 3:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hospice Card 4:
Deathgrip
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.
Hospice Card 5:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Hospice Card 6:
War Drum
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Hospice Card 7:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 8:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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
Ossuary Card 1:
Glamered Leather Armor
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.
Ossuary Card 2:
Mirror Image
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ossuary Card 3:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ossuary Card 4:
Cleaving Battleaxe
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.
Ossuary Card 5:
Venomous Hand Crossbow
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
Located here: Yoon
Pits Card 1:
Drums Of Haste
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.
Pits Card 2:
Acid Burst
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Pits Card 3:
Vicious Scythe
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.
Pits Card 4:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Pits Card 5:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 6:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
Stable Card 1:
Blast Stone
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Stable Card 2:
Priest Of Pharasma
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 Card 3:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Stable Card 4:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Stable Card 5:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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
Located here: Kess
Storehouse Card 1:
Frost Longbow
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.
Storehouse Card 2:
Antiplague
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.
Storehouse Card 3:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 4:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Storehouse Card 5:
Snakebite Dagger
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.
Storehouse Card 6:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Base Card 5:
Moise
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.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2D: Last Breath
Harrow Suit: Stars
SETUP:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Monster 2
Spoiler:
Guard Dog
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Monster 3
Spoiler:
Accursed Priest
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Monster 4
Spoiler:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Monster 5
Spoiler:
Sneak
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Random Barriers:
Barrier 1
Spoiler:
Mad Prophet
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 2
Spoiler:
Ill Tidings
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Barrier 3
Spoiler:
Imps And House Drakes
Barrier 0
Traits
Skirmish
Outsider
Devil
Dragon
Check
Combat
10
OR
Arcane
Survival
6
Powers
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
Barrier 4
Spoiler:
Sick Child
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 5
Spoiler:
Cutpurse Gang
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
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 2
Spoiler:
Earthbreaker
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Spoiler:
Cruel Longsword
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
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 5
Spoiler:
Throwing Axe
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Random Spells:
Spell 1
Spoiler:
Life Drain
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Spell 2
Spoiler:
Revitalize
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 3
Spoiler:
False Life
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Display. While displayed:
• When you suffer damage, you may banish to reduce it by 5.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 4
Spoiler:
Heat Metal
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 5
Spoiler:
Vampiric Touch
Spell 2
Traits
Magic
Arcane
Attack
Undead
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Spiked Half-plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 2
Spoiler:
Brute Force Shield
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
Spoiler:
Grounded Studded Leather
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 4
Spoiler:
Full Plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 5
Spoiler:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Random Items:
Item 1
Spoiler:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Item 2
Spoiler:
Cape Of Escape
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Item 3
Spoiler:
Spellbook
Item 0
Traits
Book
Magic
Check
Intelligence
Arcane
4
Powers
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Item 4
Spoiler:
Wand Of Acid Burst
Item 1
Traits
Wand
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
6
Powers
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Item 5
Spoiler:
Tangleburn Bag
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.
Random Allies:
Ally 1
Spoiler:
Eries Yelloweyes
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 2
Spoiler:
Teamster
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Ally 3
Spoiler:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Ally 4
Spoiler:
Soldier
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Ally 5
Spoiler:
Spider
Ally 0
Traits
Vermin
Check
Wisdom
Fortitude
Survival
4
Powers
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
The Winged Serpent
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 2
Spoiler:
Cayden Cailean’s Revelry
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 3
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 4
Spoiler:
The Eclipse
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 5
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 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.
Top Blessing:
Urgathoa’s Gluttony
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessings Remaining: 28
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Flenta)
Spoiler:
The Avalanche
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.
Blessings Deck Card 2 (Turn 4 Arueshalae)
Spoiler:
The Paladin
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessings Deck Card 3 (Turn 5 Kess)
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessings Deck Card 4 (Turn 6 Lazzero)
Spoiler:
The Juggler
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.
Blessings Deck Card 5 (Turn 7 Yoon)
Spoiler:
Torag’s Power
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessings Deck Card 6 (Turn 8 Flenta)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 7 (Turn 9 Arueshalae)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 8 (Turn 10 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 9 (Turn 11 Lazzero)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 10 (Turn 12 Yoon)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 11 (Turn 13 Flenta)
Spoiler:
The Uprising
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessings Deck Card 12 (Turn 14 Arueshalae)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 13 (Turn 15 Kess)
Spoiler:
Lamashtu’s Madness
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.
Blessings Deck Card 14 (Turn 16 Lazzero)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 15 (Turn 17 Yoon)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 16 (Turn 18 Flenta)
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessings Deck Card 17 (Turn 19 Arueshalae)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 18 (Turn 20 Kess)
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessings Deck Card 19 (Turn 21 Lazzero)
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessings Deck Card 20 (Turn 22 Yoon)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 21 (Turn 23 Flenta)
Spoiler:
The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Deck Card 22 (Turn 24 Arueshalae)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 23 (Turn 25 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 24 (Turn 26 Lazzero)
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Deck Card 25 (Turn 27 Yoon)
Spoiler:
Norgorber’s Shadow
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.
Blessings Deck Card 26 (Turn 28 Flenta)
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessings Deck Card 27 (Turn 29 Arueshalae)
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Deck Card 28 (Turn 30 Kess)
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 1:
Brain Ooze
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.
Scenario Deck Card 2:
Gargoyle
Monster 2
Traits
Gargoyle
Check
Combat
15
Powers
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Scenario Deck Card 3:
Barghest
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.
Scenario Deck Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 5:
Henchman Proxy A
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 6:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Scenario Deck Card 7:
Ogre
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Scenario Deck Card 8:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 9:
Cave Bear
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Scenario Deck Card 10:
Traitor
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Scenario Deck Card 11:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Scenario Deck Card 12:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Scenario Deck Card 13:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 14:
Carrion Golem
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.
Scenario Deck Card 15:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 16:
Plague Zombie
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.
Scenario Deck Card 17:
Leukodaemon
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.
Scenario Deck Card 18:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario Deck Card 19:
Locked Door
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Scenario Deck Card 20:
Ghastly Runes
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Scenario Deck Card 21:
Sczarni Thief
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.
Scenario Deck Card 22:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario Deck Card 23:
Ghoul Bat
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.
Scenario Deck Card 24:
Geist
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.
Scenario Deck Card 25:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Scenario Deck Card 26:
Girrigz
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.
Scenario Deck Card 27:
Mimic
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.
Scenario Deck Card 28:
Thunderstorm
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.
Scenario Deck Card 29:
Daughter Of Urgathoa
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.
Scenario Deck Card 30:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Scenario Deck Card 31:
Henchman Proxy B
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
Barracks Card 1:
Tinker
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Barracks Card 2:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Barracks Card 3:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 4:
Magic Full Plate
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.
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.
Barracks Card 6:
Crowbar
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
Campsite Card 1:
Holy Water
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.
Campsite Card 2:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Campsite Card 3:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Campsite Card 4:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Campsite Card 5:
Sergeant-at-arms
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
Hospice Card 1:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Hospice Card 2:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hospice Card 3:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hospice Card 4:
Deathgrip
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.
Hospice Card 5:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Hospice Card 6:
War Drum
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Hospice Card 7:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 8:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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
Ossuary Card 1:
Glamered Leather Armor
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.
Ossuary Card 2:
Mirror Image
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ossuary Card 3:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ossuary Card 4:
Cleaving Battleaxe
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.
Ossuary Card 5:
Venomous Hand Crossbow
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
Pits Card 1:
Drums Of Haste
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.
Pits Card 2:
Acid Burst
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Pits Card 3:
Vicious Scythe
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.
Pits Card 4:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Pits Card 5:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 6:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
Stable Card 1:
Blast Stone
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Stable Card 2:
Priest Of Pharasma
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 Card 3:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Stable Card 4:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Stable Card 5:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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
Storehouse Card 1:
Frost Longbow
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.
Storehouse Card 2:
Antiplague
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.
Storehouse Card 3:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 4:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Storehouse Card 5:
Snakebite Dagger
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.
Storehouse Card 6:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Base Card 5:
Moise
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.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2D: Last Breath
Harrow Suit: Stars
SETUP:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Monster 2
Spoiler:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Monster 3
Spoiler:
Ratling
Monster 1
Traits
Aberration
Check
Combat
9
Powers
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Monster 4
Spoiler:
Ghoul
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Monster 5
Spoiler:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Random Barriers:
Barrier 1
Spoiler:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Barrier 2
Spoiler:
Trapped Chest
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Barrier 3
Spoiler:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Barrier 4
Spoiler:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Barrier 5
Spoiler:
Razor Snare
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Random Weapons:
Weapon 1
Spoiler:
Rapier
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 2
Spoiler:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Weapon 3
Spoiler:
Longbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Giantbane Greataxe
Weapon 1
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Scythe
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Enhance
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 2
Spoiler:
Frost Ray
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
7
Powers
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 3
Spoiler:
Unearthly Aim
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
Spoiler:
Sonic Blast
Spell 1
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 5
Spoiler:
Good Omen
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Slick Leather
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Chain Mail
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Spoiler:
Magic Leather Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Spoiler:
Brute Force Shield
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 5
Spoiler:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Random Items:
Item 1
Spoiler:
Compass
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Item 2
Spoiler:
Wand Of Force Missile
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Item 3
Spoiler:
Gem Of Physical Prowess
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 4
Spoiler:
Sacred Candle
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
Item 5
Spoiler:
Token Of Remembrance
Item 0
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Random Allies:
Ally 1
Spoiler:
Teamster
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Ally 2
Spoiler:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Ally 3
Spoiler:
Frog
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Ally 4
Spoiler:
Archer
Ally 0
Traits
Human
Ranger
Check
Charisma
Diplomacy
Ranged
4
Powers
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Ally 5
Spoiler:
Troubadour
Ally 0
Traits
Human
Bard
Check
Charisma
Diplomacy
4
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Random Blessings:
Blessing 1
Spoiler:
The Owl
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 2
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 3
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 4
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 5
Spoiler:
The Empty Throne
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
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.
Top Blessing:
The Keep
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Yoon)
Spoiler:
Urgathoa’s Gluttony
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessings Deck Card 2 (Turn 3 Flenta)
Spoiler:
The Avalanche
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.
Blessings Deck Card 3 (Turn 4 Arueshalae)
Spoiler:
The Paladin
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessings Deck Card 4 (Turn 5 Kess)
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessings Deck Card 5 (Turn 6 Lazzero)
Spoiler:
The Juggler
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.
Blessings Deck Card 6 (Turn 7 Yoon)
Spoiler:
Torag’s Power
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessings Deck Card 7 (Turn 8 Flenta)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 8 (Turn 9 Arueshalae)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 9 (Turn 10 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 10 (Turn 11 Lazzero)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 11 (Turn 12 Yoon)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 12 (Turn 13 Flenta)
Spoiler:
The Uprising
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessings Deck Card 13 (Turn 14 Arueshalae)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 14 (Turn 15 Kess)
Spoiler:
Lamashtu’s Madness
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.
Blessings Deck Card 15 (Turn 16 Lazzero)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 16 (Turn 17 Yoon)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 17 (Turn 18 Flenta)
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessings Deck Card 18 (Turn 19 Arueshalae)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 19 (Turn 20 Kess)
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessings Deck Card 20 (Turn 21 Lazzero)
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessings Deck Card 21 (Turn 22 Yoon)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 22 (Turn 23 Flenta)
Spoiler:
The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Deck Card 23 (Turn 24 Arueshalae)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 24 (Turn 25 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 25 (Turn 26 Lazzero)
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Deck Card 26 (Turn 27 Yoon)
Spoiler:
Norgorber’s Shadow
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.
Blessings Deck Card 27 (Turn 28 Flenta)
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessings Deck Card 28 (Turn 29 Arueshalae)
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessings Deck Card 29 (Turn 30 Kess)
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 1:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Scenario Deck Card 2:
Henchman Proxy A
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 3:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 4:
Brain Ooze
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.
Scenario Deck Card 5:
Gargoyle
Monster 2
Traits
Gargoyle
Check
Combat
15
Powers
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Scenario Deck Card 6:
Barghest
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.
Scenario Deck Card 7:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 8:
Henchman Proxy A
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 9:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Scenario Deck Card 10:
Ogre
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Scenario Deck Card 11:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 12:
Cave Bear
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Scenario Deck Card 13:
Traitor
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Scenario Deck Card 14:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Scenario Deck Card 15:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Scenario Deck Card 16:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 17:
Carrion Golem
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.
Scenario Deck Card 18:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Scenario Deck Card 19:
Plague Zombie
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.
Scenario Deck Card 20:
Leukodaemon
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.
Scenario Deck Card 21:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario Deck Card 22:
Locked Door
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Scenario Deck Card 23:
Ghastly Runes
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Scenario Deck Card 24:
Sczarni Thief
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.
Scenario Deck Card 25:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario Deck Card 26:
Ghoul Bat
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.
Scenario Deck Card 27:
Geist
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.
Scenario Deck Card 28:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Scenario Deck Card 29:
Girrigz
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.
Scenario Deck Card 30:
Mimic
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.
Scenario Deck Card 31:
Thunderstorm
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.
Scenario Deck Card 32:
Daughter Of Urgathoa
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.
Scenario Deck Card 33:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Scenario Deck Card 34:
Henchman Proxy B
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
Barracks Card 1:
Tinker
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Barracks Card 2:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Barracks Card 3:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 4:
Magic Full Plate
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.
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.
Barracks Card 6:
Crowbar
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
Campsite Card 1:
Holy Water
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.
Campsite Card 2:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Campsite Card 3:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Campsite Card 4:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Campsite Card 5:
Sergeant-at-arms
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
Hospice Card 1:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Hospice Card 2:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hospice Card 3:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hospice Card 4:
Deathgrip
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.
Hospice Card 5:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Hospice Card 6:
War Drum
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Hospice Card 7:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 8:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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
Ossuary Card 1:
Glamered Leather Armor
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.
Ossuary Card 2:
Mirror Image
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ossuary Card 3:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Ossuary Card 4:
Cleaving Battleaxe
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.
Ossuary Card 5:
Venomous Hand Crossbow
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
Pits Card 1:
Drums Of Haste
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.
Pits Card 2:
Acid Burst
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Pits Card 3:
Vicious Scythe
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.
Pits Card 4:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Pits Card 5:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 6:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
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
Stable Card 1:
Blast Stone
Item 0
Traits
Object
Alchemical
Check
Intelligence
Craft
4
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Stable Card 2:
Priest Of Pharasma
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 Card 3:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Stable Card 4:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Stable Card 5:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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
Storehouse Card 1:
Frost Longbow
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.
Storehouse Card 2:
Antiplague
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.
Storehouse Card 3:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 4:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Storehouse Card 5:
Snakebite Dagger
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.
Storehouse Card 6:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Base Card 5:
Moise
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.
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:
When building locations, set aside the banes and henchmen in a siege stack, the shuffle into it a number of story bane Blood Veil-Proxy B equal to the number of characters.
STORY BANES:
Danger: Blood Veil
Villain: None
Closing Henchmen: Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists-Proxy A
DURING THIS SCENARIO:
When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege deck.
While using a power that examines cards, you may treat the siege stack as your location.
When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.
If you defeat the Daughter of Urgathoa and the siege stack has any other cards, banish 1d4 other cards from it, then shuffle, Daughter of Urgathoa back into it.
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.
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.
Plague Mask:
Plague Mask
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Plaguebringer’s Mask:
Plaguebringer’s Mask
Item 2
Traits
Accessory
Magic
Disease
Check
Intelligence
Craft
11
Powers
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2C: Plight of the Many
Harrow Suit: Books
SETUP:
After preparing the story banes, shuffle a Proxy B (Antidote Formula Page) into each location.
STORY BANES:
Danger: Rescue
Villain: None
Non-Closing Henchmen: Rioting Mobs
DURING THIS SCENARIO:
When you defeat a bane, examine the top card of its location. You may recharge or reload the examined card into its location.
When you encounter a Proxy B, display it next to the scenario.
When a bane is undefeated, shuffle a displayed Proxy B into a random location.
To win, display a number of Proxy B cards equal to the number of locations.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Random Monsters:
Monster 1
Spoiler:
Gray Maiden Footsoldier
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 2
Spoiler:
Giant Toad
Monster 1
Traits
Animal
Poison
Check
Combat
10
OR
Acrobatics
7
Powers
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Monster 3
Spoiler:
Dire Crocodile
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 4
Spoiler:
Azer
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Monster 5
Spoiler:
Faceless Stalker
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.
Random Barriers:
Barrier 1
Spoiler:
Exploding Runes
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 2
Spoiler:
Razor Snare
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Barrier 3
Spoiler:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Barrier 4
Spoiler:
Symbol Of Sleep
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Barrier 5
Spoiler:
Guardian Door
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.
Random Weapons:
Weapon 1
Spoiler:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Spoiler:
Rapier
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
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 5
Spoiler:
Longsword
Weapon 0
Traits
Sword
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Random Spells:
Spell 1
Spoiler:
Frozen Touch
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 2
Spoiler:
Detect Magic
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 3
Spoiler:
Fly
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 4
Spoiler:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 5
Spoiler:
Remove Disease
Spell 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Magic Hide Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 2
Spoiler:
Magic Klar
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 3
Spoiler:
Magic Mithral Chain Mail
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 4
Spoiler:
Brute Force Shield
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 5
Spoiler:
Hide Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
Survival
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Random Items:
Item 1
Spoiler:
Caltrops
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 2
Spoiler:
Zellara’s Harrow Deck
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 3
Spoiler:
Plaguebringer’s Mask
Item 2
Traits
Accessory
Magic
Disease
Check
Intelligence
Craft
11
Powers
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Item 4
Spoiler:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 5
Spoiler:
Magnifying Glass
Item 0
Traits
Tool
Check
Intelligence
Disable
Perception
4
Powers
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Random Allies:
Ally 1
Spoiler:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Ally 2
Spoiler:
Korvosan House Drake
Ally 2
Traits
Dragon
Check
Wisdom
Arcane
Survival
9
Powers
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Ally 3
Spoiler:
Troubadour
Ally 0
Traits
Human
Bard
Check
Charisma
Diplomacy
4
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Ally 4
Spoiler:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Ally 5
Spoiler:
Frog
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Random Blessings:
Blessing 1
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 2
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 3
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 4
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessing 5
Spoiler:
The Big Sky
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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.
Top Blessing:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Remaining: 10
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 21 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 2 (Turn 22 Yoon)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 3 (Turn 23 Flenta)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 4 (Turn 24 Arueshalae)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 5 (Turn 25 Kess)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 6 (Turn 26 Lazzero)
Spoiler:
The Marriage
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessings Deck Card 7 (Turn 27 Yoon)
Spoiler:
The Tangled Briar
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessings Deck Card 8 (Turn 28 Flenta)
Spoiler:
Rovagug’s Destruction
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.
Blessings Deck Card 9 (Turn 29 Arueshalae)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 10 (Turn 30 Kess)
Spoiler:
The Juggler
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
Plaza Card 1 - Dimensional Jump:
Dimensional Jump
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.
Plaza Card 2:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Plaza Card 3:
Glamered Leather Armor
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.
Plaza Card 4:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Plaza Card 5:
Tayce Soldado
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.
Plaza Card 6:
Vicious Scythe
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.
Plaza Card 7 - Spectre:
Spectre
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
Shrine Card 1:
Sleep
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Shrine Card 2:
Traitor
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Shrine Card 3:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Shrine Card 4:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Shrine Card 5:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Shrine Card 6:
Droogami
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
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
Tavern Card 1:
Korvosan Guard
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Tavern Card 2:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Tavern Card 3 - Priest Of Pharasma:
Priest Of Pharasma
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.
Tavern Card 4 - Deadfall Scorpion:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
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
Stable Card 1:
Pit Gladiator
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.
Stable Card 2:
Sneak
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Stable Card 3 - Snake:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Stable Card 4 - Rioting Mob:
Rioting Mob
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
Barracks Card 1:
Bat
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Barracks Card 2:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Barracks Card 3:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Barracks Card 4:
The Fiend
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.
Barracks Card 5:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks Card 6:
Captive Horror
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.
Barracks Card 7 - Geist:
Geist
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,
Campsite Card 1:
Barghest
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.
Campsite Card 2:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Campsite Card 3:
Leech
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Campsite Card 4:
Yeth Hound
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Campsite Card 5:
Porcupine
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
5
Powers
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Campsite Card 6 - Vampire Spawn:
Vampire Spawn
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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
Ruin Card 1:
Codex
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Ruin Card 2:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Ruin Card 3:
Brawl
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Ruin Card 4:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Ruin Card 5:
Life Drain
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Ruin Card 6:
Ghoul
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Ruin Card 7:
Gray Maiden Plate
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.
Ruin Card 8:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Ruin Card 9:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Ruin Card 10:
Lost Local
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
Base Card 1:
Ketrik
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
Base Card 2:
Moise
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.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2C: Plight of the Many
Harrow Suit: Books
SETUP:
After preparing the story banes, shuffle a Proxy B (Antidote Formula Page) into each location.
STORY BANES:
Danger: Rescue
Villain: None
Non-Closing Henchmen: Rioting Mobs
DURING THIS SCENARIO:
When you defeat a bane, examine the top card of its location. You may recharge or reload the examined card into its location.
When you encounter a Proxy B, display it next to the scenario.
When a bane is undefeated, shuffle a displayed Proxy B into a random location.
To win, display a number of Proxy B cards equal to the number of locations.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Random Monsters:
Monster 1
Spoiler:
Allip
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 2
Spoiler:
Ratling
Monster 1
Traits
Aberration
Check
Combat
9
Powers
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Monster 3
Spoiler:
Hell Hound
Monster 1
Traits
Outsider
Check
Combat
10
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Monster 4
Spoiler:
Azer
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Monster 5
Spoiler:
Guard Dog
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Random Barriers:
Barrier 1
Spoiler:
Thunderstorm
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
Spoiler:
Imprisonment
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 3
Spoiler:
Perplexing Text
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 4
Spoiler:
Acid-spraying Skull
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Barrier 5
Spoiler:
Treacherous Tunnels
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Random Weapons:
Weapon 1
Spoiler:
Quarterstaff Of Vaulting
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Earthbreaker
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
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 4
Spoiler:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Random Spells:
Spell 1
Spoiler:
Candlelight
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 2
Spoiler:
Fire Bolt
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 3
Spoiler:
Cure
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 4
Spoiler:
Lightning Bolt
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 5
Spoiler:
Acid Arrow
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Magic Chain Shirt
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Magic Spiked Breastplate
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 3
Spoiler:
Magic Hide Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 4
Spoiler:
Magic Leather Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 5
Spoiler:
Covering Heavy Shield
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Random Items:
Item 1
Spoiler:
Spyglass
Item 0
Traits
Object
Check
Wisdom
Perception
6
Powers
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Item 2
Spoiler:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 3
Spoiler:
Crowbar
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 4
Spoiler:
Twitch Tonic
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 5
Spoiler:
Ring Of Protection
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.
Random Allies:
Ally 1
Spoiler:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Ally 2
Spoiler:
Acolyte
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 3
Spoiler:
Korvosan House Drake
Ally 2
Traits
Dragon
Check
Wisdom
Arcane
Survival
9
Powers
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Ally 4
Spoiler:
Gentleman Explorer
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Ally 5
Spoiler:
Korvosan Dandy
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Random Blessings:
Blessing 1
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 2
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 3
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 4
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 5
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 17 Yoon/Nick
Top of Blessing Discard Pile: Gorum’s Iron - When this is the hour: On your non-Attack combat check, add 1.
Top Blessing:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Remaining: 13
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 18 Flenta)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 2 (Turn 19 Arueshalae)
Spoiler:
The Eclipse
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessings Deck Card 3 (Turn 20 Kess)
Spoiler:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Deck Card 4 (Turn 21 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 5 (Turn 22 Yoon)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 6 (Turn 23 Flenta)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 7 (Turn 24 Arueshalae)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 8 (Turn 25 Kess)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 9 (Turn 26 Lazzero)
Spoiler:
The Marriage
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessings Deck Card 10 (Turn 27 Yoon)
Spoiler:
The Tangled Briar
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessings Deck Card 11 (Turn 28 Flenta)
Spoiler:
Rovagug’s Destruction
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.
Blessings Deck Card 12 (Turn 29 Arueshalae)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 13 (Turn 30 Kess)
Spoiler:
The Juggler
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
Plaza Card 1:
Snake Oil Seller
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.
Plaza Card 2:
Dimensional Jump
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.
Plaza Card 3:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Plaza Card 4:
Glamered Leather Armor
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.
Plaza Card 5:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Plaza Card 6:
Tayce Soldado
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.
Plaza Card 7:
Vicious Scythe
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.
Plaza Card 8 - Spectre:
Spectre
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
Shrine Card 1:
Sleep
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Shrine Card 2:
Traitor
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Shrine Card 3:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Shrine Card 4:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Shrine Card 5:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Shrine Card 6:
Droogami
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
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
Tavern Card 1:
Korvosan Guard
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Tavern Card 2:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Tavern Card 3 - Priest Of Pharasma:
Priest Of Pharasma
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.
Tavern Card 4 - Deadfall Scorpion:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
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
Stable Card 1:
Pit Gladiator
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.
Stable Card 2:
Sneak
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Stable Card 3 - Snake:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Stable Card 4 - Rioting Mob:
Rioting Mob
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
Barracks Card 1:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks Card 2:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Barracks Card 3:
Bat
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Barracks Card 4:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Barracks Card 5:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Barracks Card 6:
The Fiend
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.
Barracks Card 7:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks Card 8:
Captive Horror
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.
Barracks Card 9 - Geist:
Geist
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
Campsite Card 1 - Elixir Of Focus:
Elixir Of Focus
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.
Campsite Card 2:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Campsite Card 3:
Barghest
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.
Campsite Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Campsite Card 5:
Leech
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Campsite Card 6:
Yeth Hound
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Campsite Card 7:
Porcupine
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
5
Powers
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Campsite Card 8 - Vampire Spawn:
Vampire Spawn
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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
Ruin Card 1:
Codex
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Ruin Card 2:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Ruin Card 3:
Brawl
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Ruin Card 4:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Ruin Card 5:
Life Drain
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Ruin Card 6:
Ghoul
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Ruin Card 7:
Gray Maiden Plate
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.
Ruin Card 8:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Ruin Card 9:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Ruin Card 10:
Lost Local
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
Base Card 1:
Ketrik
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
Base Card 2:
Moise
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.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2C: Plight of the Many
Harrow Suit: Books
SETUP:
After preparing the story banes, shuffle a Proxy B (Antidote Formula Page) into each location.
STORY BANES:
Danger: Rescue
Villain: None
Non-Closing Henchmen: Rioting Mobs
DURING THIS SCENARIO:
When you defeat a bane, examine the top card of its location. You may recharge or reload the examined card into its location.
When you encounter a Proxy B, display it next to the scenario.
When a bane is undefeated, shuffle a displayed Proxy B into a random location.
To win, display a number of Proxy B cards equal to the number of locations.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Random Monsters:
Monster 1
Spoiler:
Swamp Ooze
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Monster 2
Spoiler:
Cotct Basilisk
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 3
Spoiler:
Mercenary
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 4
Spoiler:
Diseased Rats
Monster 2
Traits
Animal
Swarm
Disease
Check
Combat
13
OR
Stealth
Survival
9
Powers
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Monster 5
Spoiler:
Skeletal Owlbeast
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.
Random Barriers:
Barrier 1
Spoiler:
Dissident Guard
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Barrier 2
Spoiler:
Acid-spraying Skull
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Barrier 3
Spoiler:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Barrier 4
Spoiler:
Tangle Of Debris
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Barrier 5
Spoiler:
Guardian Door
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.
Random Weapons:
Weapon 1
Spoiler:
Longsword
Weapon 0
Traits
Sword
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Weapon 2
Spoiler:
Quarterstaff Of Vaulting
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Spoiler:
Longspear
Weapon 0
Traits
Spear
Melee
Piercing
2-handed
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Shortbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Random Spells:
Spell 1
Spoiler:
Minor Harrowing
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 2
Spoiler:
Deflect
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 3
Spoiler:
Elemental Treaty
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 4
Spoiler:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 5
Spoiler:
Enchant Weapon
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Half-plate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Spoiler:
Magic Full Plate
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
Spoiler:
Slick Leather
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Spoiler:
Spiked Half-plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 5
Spoiler:
Helm
Armor 0
Traits
Heavy Armor
Helm
Check
Constitution
Fortitude
4
Powers
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Random Items:
Item 1
Spoiler:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 2
Spoiler:
Plague Mask
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Item 3
Spoiler:
Gem Of Physical Prowess
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 4
Spoiler:
Mist Horn
Item 1
Traits
Instrument
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display next to a location. While displayed:
• When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
• At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Item 5
Spoiler:
Elixir Of Healing
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Random Allies:
Ally 1
Spoiler:
Acolyte
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 2
Spoiler:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Ally 3
Spoiler:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Ally 4
Spoiler:
Priest Of Abadar
Ally 1
Traits
Halfling
Cleric
Check
Charisma
Diplomacy
6
OR
Bury A Boon
0
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Ally 5
Spoiler:
Cat
Ally 0
Traits
Animal
Check
Wisdom
Arcane
Survival
5
Powers
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 2
Spoiler:
Torag’s Power
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 3
Spoiler:
The Demon’s Lantern
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 4
Spoiler:
The Midwife
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 5
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
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.
Top Blessing:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 Lazzero)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 2 (Turn 17 Yoon)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 3 (Turn 18 Flenta)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 4 (Turn 19 Arueshalae)
Spoiler:
The Eclipse
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessings Deck Card 5 (Turn 20 Kess)
Spoiler:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Deck Card 6 (Turn 21 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 7 (Turn 22 Yoon)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 8 (Turn 23 Flenta)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 9 (Turn 24 Arueshalae)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 10 (Turn 25 Kess)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 11 (Turn 26 Lazzero)
Spoiler:
The Marriage
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessings Deck Card 12 (Turn 27 Yoon)
Spoiler:
The Tangled Briar
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessings Deck Card 13 (Turn 28 Flenta)
Spoiler:
Rovagug’s Destruction
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.
Blessings Deck Card 14 (Turn 29 Arueshalae)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 15 (Turn 30 Kess)
Spoiler:
The Juggler
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
Plaza Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Plaza Card 2:
Snake Oil Seller
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.
Plaza Card 3:
Dimensional Jump
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.
Plaza Card 4:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Plaza Card 5:
Glamered Leather Armor
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.
Plaza Card 6:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Plaza Card 7:
Tayce Soldado
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.
Plaza Card 8:
Vicious Scythe
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.
Plaza Card 9 - Spectre:
Spectre
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
Shrine Card 1:
Sleep
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Shrine Card 2:
Traitor
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Shrine Card 3:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Shrine Card 4:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Shrine Card 5:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Shrine Card 6:
Droogami
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
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
Tavern Card 1:
Korvosan Guard
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Tavern Card 2:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Tavern Card 3 - Priest Of Pharasma:
Priest Of Pharasma
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.
Tavern Card 4 - Deadfall Scorpion:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
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
Stable Card 1:
Pit Gladiator
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.
Stable Card 2:
Sneak
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Stable Card 3 - Snake:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Stable Card 4 - Rioting Mob:
Rioting Mob
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
Barracks Card 1:
Spiked Gauntlet
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Barracks Card 2:
Zombie
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.
Barracks Card 3:
Geist
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.
Barracks Card 4:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks Card 5:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Barracks Card 6:
Bat
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Barracks Card 7:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Barracks Card 8:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Barracks Card 9:
The Fiend
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.
Barracks Card 10:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks Card 11:
Captive Horror
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
Campsite Card 1 - Elixir Of Focus:
Elixir Of Focus
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.
Campsite Card 2:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Campsite Card 3:
Barghest
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.
Campsite Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Campsite Card 5:
Leech
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Campsite Card 6:
Yeth Hound
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Campsite Card 7:
Porcupine
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
5
Powers
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Campsite Card 8 - Vampire Spawn:
Vampire Spawn
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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
Ruin Card 1:
Codex
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Ruin Card 2:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Ruin Card 3:
Brawl
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Ruin Card 4:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Ruin Card 5:
Life Drain
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Ruin Card 6:
Ghoul
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Ruin Card 7:
Gray Maiden Plate
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.
Ruin Card 8:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Ruin Card 9:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Ruin Card 10:
Lost Local
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
Base Card 1:
Ketrik
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
Base Card 2:
Moise
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.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2C: Plight of the Many
Harrow Suit: Books
SETUP:
After preparing the story banes, shuffle a Proxy B (Antidote Formula Page) into each location.
STORY BANES:
Danger: Rescue
Villain: None
Non-Closing Henchmen: Rioting Mobs
DURING THIS SCENARIO:
When you defeat a bane, examine the top card of its location. You may recharge or reload the examined card into its location.
When you encounter a Proxy B, display it next to the scenario.
When a bane is undefeated, shuffle a displayed Proxy B into a random location.
To win, display a number of Proxy B cards equal to the number of locations.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Random Monsters:
Monster 1
Spoiler:
Brain Ooze
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
Spoiler:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 3
Spoiler:
Mercenary
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 4
Spoiler:
Werewolf
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Monster 5
Spoiler:
Mimic
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.
Random Barriers:
Barrier 1
Spoiler:
Dissident Guard
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Barrier 2
Spoiler:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Barrier 3
Spoiler:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Barrier 4
Spoiler:
Poison Gas
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 5
Spoiler:
Tangle Of Debris
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
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 2
Spoiler:
Heavy Crossbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Spoiler:
Allying Dart
Weapon 1
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character’s combat check, freely reload to add 1d4+1.
Weapon 4
Spoiler:
Returning Throwing Axe
Weapon 1
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Weapon 5
Spoiler:
Shortbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Charm Person
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Spell 2
Spoiler:
Detect Magic
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 3
Spoiler:
Divine Insight
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 4
Spoiler:
Unearthly Aim
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 5
Spoiler:
Elemental Treaty
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Spoiler:
Magic Leather Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 3
Spoiler:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 4
Spoiler:
Shield Of Resistance
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 5
Spoiler:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Random Items:
Item 1
Spoiler:
Elixir Of Healing
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 2
Spoiler:
Balmberry
Item 0
Traits
Plant
Alchemical
Check
Wisdom
Divine
Survival
6
Powers
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Item 3
Spoiler:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 4
Spoiler:
Ring Of Evasion
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 5
Spoiler:
Gem Of Mental Acuity
Item 1
Traits
Object
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Random Allies:
Ally 1
Spoiler:
Dog
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Ally 2
Spoiler:
Clockwork Servant
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 3
Spoiler:
Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Ally 4
Spoiler:
Korvosan Dandy
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Ally 5
Spoiler:
Korvosan House Drake
Ally 2
Traits
Dragon
Check
Wisdom
Arcane
Survival
9
Powers
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Random Blessings:
Blessing 1
Spoiler:
Asmodeus’s Tyranny
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 2
Spoiler:
The Twin
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 3
Spoiler:
The Wanderer
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 4
Spoiler:
The Rabbit Prince
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 5
Spoiler:
The Real Rabbit Prince
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
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.
Top Blessing:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessings Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Lazzero)
Spoiler:
The Winged Serpent
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessings Deck Card 2 (Turn 12 Yoon)
Spoiler:
The Crows
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessings Deck Card 3 (Turn 13 Flenta)
Spoiler:
The Vision
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.
Blessings Deck Card 4 (Turn 14 Arueshalae)
Spoiler:
The Queen Mother
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessings Deck Card 5 (Turn 15 Kess)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 6 (Turn 16 Lazzero)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 7 (Turn 17 Yoon)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 8 (Turn 18 Flenta)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 9 (Turn 19 Arueshalae)
Spoiler:
The Eclipse
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessings Deck Card 10 (Turn 20 Kess)
Spoiler:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Deck Card 11 (Turn 21 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 12 (Turn 22 Yoon)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 13 (Turn 23 Flenta)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 14 (Turn 24 Arueshalae)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 15 (Turn 25 Kess)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 16 (Turn 26 Lazzero)
Spoiler:
The Marriage
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessings Deck Card 17 (Turn 27 Yoon)
Spoiler:
The Tangled Briar
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessings Deck Card 18 (Turn 28 Flenta)
Spoiler:
Rovagug’s Destruction
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.
Blessings Deck Card 19 (Turn 29 Arueshalae)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 20 (Turn 30 Kess)
Spoiler:
The Juggler
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
Plaza Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Plaza Card 2:
Snake Oil Seller
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.
Plaza Card 3:
Dimensional Jump
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.
Plaza Card 4:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Plaza Card 5:
Glamered Leather Armor
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.
Plaza Card 6:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Plaza Card 7:
Tayce Soldado
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.
Plaza Card 8:
Vicious Scythe
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.
Plaza Card 9 - Spectre:
Spectre
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
Shrine Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Shrine Card 2:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Shrine Card 3:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Shrine Card 4:
Sleep
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Shrine Card 5:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Shrine Card 6 - Traitor:
Traitor
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
Tavern Card 1:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Tavern Card 2:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Tavern Card 3:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Tavern Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Tavern Card 5:
Korvosan Guard
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Tavern Card 6:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Tavern Card 7 - Priest Of Pharasma:
Priest Of Pharasma
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
Stable Card 1:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Stable Card 2:
Flensing Jelly
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.
Stable Card 3:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Stable Card 4:
Pit Gladiator
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.
Stable Card 5:
Sneak
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Stable Card 6 - Snake:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Stable Card 7 - Rioting Mob:
Rioting Mob
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
Barracks Card 1:
Spiked Gauntlet
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Barracks Card 2:
Zombie
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.
Barracks Card 3:
Geist
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.
Barracks Card 4:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks Card 5:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Barracks Card 6:
Bat
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Barracks Card 7:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Barracks Card 8:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Barracks Card 9:
The Fiend
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.
Barracks Card 10:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks Card 11:
Captive Horror
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
Campsite Card 1 - Elixir Of Focus:
Elixir Of Focus
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.
Campsite Card 2:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Campsite Card 3:
Barghest
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.
Campsite Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Campsite Card 5:
Leech
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Campsite Card 6:
Yeth Hound
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Campsite Card 7:
Porcupine
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
5
Powers
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Campsite Card 8 - Vampire Spawn:
Vampire Spawn
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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
Ruin Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Ruin Card 2:
Brawl
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Ruin Card 3:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Ruin Card 4:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Ruin Card 5:
Lost Local
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Ruin Card 6:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Ruin Card 7:
Codex
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Ruin Card 8:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Ruin Card 9:
Ghoul
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Ruin Card 10:
Gray Maiden Plate
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.
Ruin Card 11:
Life Drain
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Moise
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.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2C: Plight of the Many
Harrow Suit: Books
SETUP:
After preparing the story banes, shuffle a Proxy B (Antidote Formula Page) into each location.
STORY BANES:
Danger: Rescue
Villain: None
Non-Closing Henchmen: Rioting Mobs
DURING THIS SCENARIO:
When you defeat a bane, examine the top card of its location. You may recharge or reload the examined card into its location.
When you encounter a Proxy B, display it next to the scenario.
When a bane is undefeated, shuffle a displayed Proxy B into a random location.
To win, display a number of Proxy B cards equal to the number of locations.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Random Monsters:
Monster 1
Spoiler:
Demonling
Monster 1
Traits
Outsider
Demon
Check
Combat
8
OR
Arcane
Knowledge
6
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Monster 2
Spoiler:
Cotct Basilisk
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 3
Spoiler:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Monster 4
Spoiler:
Mercenary
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 5
Spoiler:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Random Barriers:
Barrier 1
Spoiler:
Mountebank
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
Barrier 2
Spoiler:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Barrier 3
Spoiler:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barrier 4
Spoiler:
Perplexing Text
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 5
Spoiler:
Cutpurse Gang
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Random Weapons:
Weapon 1
Spoiler:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Weapon 2
Spoiler:
Throwing Axe
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Weapon 3
Spoiler:
Cruel Longsword
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 4
Spoiler:
Frost Longbow
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 5
Spoiler:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Acid Arrow
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 2
Spoiler:
Good Omen
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 3
Spoiler:
Revitalize
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 4
Spoiler:
Immolate
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 5
Spoiler:
Frostbite
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
8
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Spoiler:
Magic Mithral Chain Mail
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Spoiler:
Chain Mail
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 4
Spoiler:
Shield Of Resistance
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 5
Spoiler:
Magic Spiked Breastplate
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Random Items:
Item 1
Spoiler:
Holy Water
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 2
Spoiler:
Flame Staff
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Item 3
Spoiler:
Caltrops
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 4
Spoiler:
Bracers Of Protection
Item 0
Traits
Accessory
Magic
Check
Intelligence
Arcane
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Item 5
Spoiler:
Horn Of Blasting
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.
Random Allies:
Ally 1
Spoiler:
Archer
Ally 0
Traits
Human
Ranger
Check
Charisma
Diplomacy
Ranged
4
Powers
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Ally 2
Spoiler:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Ally 3
Spoiler:
Guide
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Ally 4
Spoiler:
Eries Yelloweyes
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 5
Spoiler:
Priest Of Asmodeus
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
9
OR
Arcane
Divine
5
Powers
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Random Blessings:
Blessing 1
Spoiler:
The Betrayal
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 2
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessing 3
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 4
Spoiler:
Cayden Cailean’s Revelry
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 5
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
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.
Top Blessing:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Kess)
Spoiler:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessings Deck Card 2 (Turn 11 Lazzero)
Spoiler:
The Winged Serpent
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessings Deck Card 3 (Turn 12 Yoon)
Spoiler:
The Crows
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessings Deck Card 4 (Turn 13 Flenta)
Spoiler:
The Vision
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.
Blessings Deck Card 5 (Turn 14 Arueshalae)
Spoiler:
The Queen Mother
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessings Deck Card 6 (Turn 15 Kess)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 7 (Turn 16 Lazzero)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 8 (Turn 17 Yoon)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 9 (Turn 18 Flenta)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 10 (Turn 19 Arueshalae)
Spoiler:
The Eclipse
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessings Deck Card 11 (Turn 20 Kess)
Spoiler:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Deck Card 12 (Turn 21 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 13 (Turn 22 Yoon)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 14 (Turn 23 Flenta)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 15 (Turn 24 Arueshalae)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 16 (Turn 25 Kess)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 17 (Turn 26 Lazzero)
Spoiler:
The Marriage
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessings Deck Card 18 (Turn 27 Yoon)
Spoiler:
The Tangled Briar
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessings Deck Card 19 (Turn 28 Flenta)
Spoiler:
Rovagug’s Destruction
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.
Blessings Deck Card 20 (Turn 29 Arueshalae)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 21 (Turn 30 Kess)
Spoiler:
The Juggler
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
Plaza Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Plaza Card 2:
Snake Oil Seller
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.
Plaza Card 3:
Dimensional Jump
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.
Plaza Card 4:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Plaza Card 5:
Glamered Leather Armor
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.
Plaza Card 6:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Plaza Card 7:
Tayce Soldado
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.
Plaza Card 8:
Vicious Scythe
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.
Plaza Card 9 - Spectre:
Spectre
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
Shrine Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Shrine Card 2:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Shrine Card 3:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Shrine Card 4:
Sleep
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Shrine Card 5:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Shrine Card 6 - Traitor:
Traitor
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
Tavern Card 1:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Tavern Card 2:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Tavern Card 3:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Tavern Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Tavern Card 5:
Korvosan Guard
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Tavern Card 6:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Tavern Card 7 - Priest Of Pharasma:
Priest Of Pharasma
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
Stable Card 1:
Ingratiating Minion
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Stable Card 2:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Stable Card 3:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Stable Card 4:
Flensing Jelly
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.
Stable Card 5:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Stable Card 6:
Pit Gladiator
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.
Stable Card 7:
Sneak
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Stable Card 8 - Snake:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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
Barracks Card 1:
Spiked Gauntlet
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Barracks Card 2:
Zombie
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.
Barracks Card 3:
Geist
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.
Barracks Card 4:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks Card 5:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Barracks Card 6:
Bat
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Barracks Card 7:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Barracks Card 8:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Barracks Card 9:
The Fiend
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.
Barracks Card 10:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks Card 11:
Captive Horror
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
Campsite Card 1 - Elixir Of Focus:
Elixir Of Focus
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.
Campsite Card 2:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Campsite Card 3:
Barghest
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.
Campsite Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Campsite Card 5:
Leech
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Campsite Card 6:
Yeth Hound
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Campsite Card 7:
Porcupine
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
5
Powers
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Campsite Card 8 - Vampire Spawn:
Vampire Spawn
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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
Ruin Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Ruin Card 2:
Brawl
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Ruin Card 3:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Ruin Card 4:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Ruin Card 5:
Lost Local
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Ruin Card 6:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Ruin Card 7:
Codex
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Ruin Card 8:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Ruin Card 9:
Ghoul
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Ruin Card 10:
Gray Maiden Plate
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.
Ruin Card 11:
Life Drain
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Moise
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.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2C: Plight of the Many
Harrow Suit: Books
SETUP:
After preparing the story banes, shuffle a Proxy B (Antidote Formula Page) into each location.
STORY BANES:
Danger: Rescue
Villain: None
Non-Closing Henchmen: Rioting Mobs
DURING THIS SCENARIO:
When you defeat a bane, examine the top card of its location. You may recharge or reload the examined card into its location.
When you encounter a Proxy B, display it next to the scenario.
When a bane is undefeated, shuffle a displayed Proxy B into a random location.
To win, display a number of Proxy B cards equal to the number of locations.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Random Monsters:
Monster 1
Spoiler:
Sczarni Thief
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
Spoiler:
Reefclaw
Monster 1
Traits
Aberration
Aquatic
Check
Combat
11
Powers
If this monster would be defeated, reroll.
Monster 3
Spoiler:
Giant Toad
Monster 1
Traits
Animal
Poison
Check
Combat
10
OR
Acrobatics
7
Powers
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Monster 4
Spoiler:
Pixie Gang
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 5
Spoiler:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Random Barriers:
Barrier 1
Spoiler:
Guardian Door
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
Spoiler:
Thunderstorm
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 3
Spoiler:
Dissident Guard
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Barrier 4
Spoiler:
Sick Child
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 5
Spoiler:
Perplexing Text
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Random Weapons:
Weapon 1
Spoiler:
Cleaving Battleaxe
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.
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Weapon 3
Spoiler:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 4
Spoiler:
Warhammer
Weapon 0
Traits
Hammer
Melee
Bludgeoning
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 5
Spoiler:
Earthbreaker
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Aid
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 2
Spoiler:
Heat Metal
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 3
Spoiler:
Confusion
Spell 0
Traits
Magic
Arcane
Divine
Mental
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 4
Spoiler:
Frost Ray
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
7
Powers
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 5
Spoiler:
Enhance
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Magic Klar
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
Spoiler:
Half-plate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Spoiler:
Magic Hide Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 4
Spoiler:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 5
Spoiler:
Grounded Studded Leather
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Random Items:
Item 1
Spoiler:
Zellara’s Harrow Deck
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 2
Spoiler:
Ring Of Evasion
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 3
Spoiler:
Flame Staff
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Item 4
Spoiler:
Plaguebringer’s Mask
Item 2
Traits
Accessory
Magic
Disease
Check
Intelligence
Craft
11
Powers
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Item 5
Spoiler:
Wand Of Force Missile
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Random Allies:
Ally 1
Spoiler:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ally 2
Spoiler:
Riding Allosaurus
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 3
Spoiler:
Giant Slug
Ally 1
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Ally 4
Spoiler:
Fortune-teller
Ally 2
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Ally 5
Spoiler:
Soldier
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Torag’s Power
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 2
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 3
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 4
Spoiler:
The Hidden Truth
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 5
Spoiler:
The Betrayal
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Turn: 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.
Top Blessing:
Urgathoa’s Gluttony
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Yoon)
Spoiler:
The Inquisitor
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessings Deck Card 2 (Turn 8 Flenta)
Spoiler:
The Cricket
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessings Deck Card 3 (Turn 9 Arueshalae)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 4 (Turn 10 Kess)
Spoiler:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessings Deck Card 5 (Turn 11 Lazzero)
Spoiler:
The Winged Serpent
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessings Deck Card 6 (Turn 12 Yoon)
Spoiler:
The Crows
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessings Deck Card 7 (Turn 13 Flenta)
Spoiler:
The Vision
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.
Blessings Deck Card 8 (Turn 14 Arueshalae)
Spoiler:
The Queen Mother
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessings Deck Card 9 (Turn 15 Kess)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 10 (Turn 16 Lazzero)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 11 (Turn 17 Yoon)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 12 (Turn 18 Flenta)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 13 (Turn 19 Arueshalae)
Spoiler:
The Eclipse
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessings Deck Card 14 (Turn 20 Kess)
Spoiler:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Deck Card 15 (Turn 21 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 16 (Turn 22 Yoon)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 17 (Turn 23 Flenta)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 18 (Turn 24 Arueshalae)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 19 (Turn 25 Kess)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 20 (Turn 26 Lazzero)
Spoiler:
The Marriage
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessings Deck Card 21 (Turn 27 Yoon)
Spoiler:
The Tangled Briar
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessings Deck Card 22 (Turn 28 Flenta)
Spoiler:
Rovagug’s Destruction
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.
Blessings Deck Card 23 (Turn 29 Arueshalae)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 24 (Turn 30 Kess)
Spoiler:
The Juggler
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
Plaza Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Plaza Card 2:
Snake Oil Seller
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.
Plaza Card 3:
Dimensional Jump
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.
Plaza Card 4:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Plaza Card 5:
Glamered Leather Armor
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.
Plaza Card 6:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Plaza Card 7:
Tayce Soldado
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.
Plaza Card 8:
Vicious Scythe
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.
Plaza Card 9 - Spectre:
Spectre
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
Shrine Card 1:
The Theater
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.
Shrine Card 2:
Cayden Cailean’s Revelry
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Shrine Card 3:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Shrine Card 4:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Shrine Card 5:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Shrine Card 6:
Sleep
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Shrine Card 7:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Shrine Card 8 - Traitor:
Traitor
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
Tavern Card 1:
Cotct Basilisk
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.
Tavern Card 2:
Priest Of Pharasma
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.
Tavern Card 3:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Tavern Card 4:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Tavern Card 5:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Tavern Card 6:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Tavern Card 7:
Korvosan Guard
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Tavern Card 8:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
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
Stable Card 1:
Gray Maiden Footsoldier
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.
Stable Card 2:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Stable Card 3:
Dire Boar
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.
Stable Card 4:
Wand Of Acid Burst
Item 1
Traits
Wand
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
6
Powers
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Stable Card 5:
Ingratiating Minion
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Stable Card 6:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Stable Card 7:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Stable Card 8:
Flensing Jelly
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.
Stable Card 9:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Stable Card 10:
Pit Gladiator
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.
Stable Card 11:
Sneak
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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
Barracks Card 1:
Spiked Gauntlet
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Barracks Card 2:
Zombie
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.
Barracks Card 3:
Geist
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.
Barracks Card 4:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks Card 5:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Barracks Card 6:
Bat
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Barracks Card 7:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Barracks Card 8:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Barracks Card 9:
The Fiend
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.
Barracks Card 10:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks Card 11:
Captive Horror
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
Campsite Card 1 - Elixir Of Focus:
Elixir Of Focus
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.
Campsite Card 2:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Campsite Card 3:
Barghest
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.
Campsite Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Campsite Card 5:
Leech
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Campsite Card 6:
Yeth Hound
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Campsite Card 7:
Porcupine
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
5
Powers
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Campsite Card 8 - Vampire Spawn:
Vampire Spawn
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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
Ruin Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Ruin Card 2:
Brawl
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Ruin Card 3:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Ruin Card 4:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Ruin Card 5:
Lost Local
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Ruin Card 6:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Ruin Card 7:
Codex
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Ruin Card 8:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Ruin Card 9:
Ghoul
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Ruin Card 10:
Gray Maiden Plate
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.
Ruin Card 11:
Life Drain
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Moise
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.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2C: Plight of the Many
Harrow Suit: Books
SETUP:
After preparing the story banes, shuffle a Proxy B (Antidote Formula Page) into each location.
STORY BANES:
Danger: Rescue
Villain: None
Non-Closing Henchmen: Rioting Mobs
DURING THIS SCENARIO:
When you defeat a bane, examine the top card of its location. You may recharge or reload the examined card into its location.
When you encounter a Proxy B, display it next to the scenario.
When a bane is undefeated, shuffle a displayed Proxy B into a random location.
To win, display a number of Proxy B cards equal to the number of locations.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Random Monsters:
Monster 1
Spoiler:
Cave Bear
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Monster 2
Spoiler:
Ghoul Bat
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 3
Spoiler:
Giant Fly
Monster 1
Traits
Vermin
Check
Combat
10
Powers
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Monster 4
Spoiler:
Swamp Ooze
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Monster 5
Spoiler:
Termite Swarm
Monster 1
Traits
Vermin
Swarm
Trigger
Check
Combat
10
OR
Constitution
Fortitude
6
Powers
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Random Barriers:
Barrier 1
Spoiler:
Mountebank
Barrier 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
Barrier 2
Spoiler:
Ghastly Runes
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Barrier 3
Spoiler:
Thunderstorm
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 4
Spoiler:
Sick Child
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 5
Spoiler:
Symbol Of Sleep
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Random Weapons:
Weapon 1
Spoiler:
Heavy Crossbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Earthbreaker
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Spoiler:
Longsword
Weapon 0
Traits
Sword
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Weapon 4
Spoiler:
Longspear
Weapon 0
Traits
Spear
Melee
Piercing
2-handed
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Cruel Longsword
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Random Spells:
Spell 1
Spoiler:
Soothing Word
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
6
Powers
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
Spell 2
Spoiler:
Embiggen
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 3
Spoiler:
Acid Arrow
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 4
Spoiler:
Acid Burst
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 5
Spoiler:
Detect Magic
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.
Random Armors:
Armor 1
Spoiler:
Magic Leather Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 3
Spoiler:
Magic Chain Shirt
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Spoiler:
Spiked Half-plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 5
Spoiler:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Random Items:
Item 1
Spoiler:
Harrow Deck
Item 1
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 2
Spoiler:
Twitch Tonic
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 3
Spoiler:
Elixir Of Healing
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 4
Spoiler:
Gem Of Mental Acuity
Item 1
Traits
Object
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Item 5
Spoiler:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Random Allies:
Ally 1
Spoiler:
Lookout
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 2
Spoiler:
Archer
Ally 0
Traits
Human
Ranger
Check
Charisma
Diplomacy
Ranged
4
Powers
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Ally 3
Spoiler:
Acolyte
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 4
Spoiler:
Noble
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Ally 5
Spoiler:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 2
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 3
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 4
Spoiler:
The Courtesan
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 5
Spoiler:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
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.
Top Blessing:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 2 (Turn 3 Flenta)
Spoiler:
The Empty Throne
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Blessings Deck Card 3 (Turn 4 Arueshalae)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 4 (Turn 5 Kess)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 5 (Turn 6 Lazzero)
Spoiler:
Urgathoa’s Gluttony
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessings Deck Card 6 (Turn 7 Yoon)
Spoiler:
The Inquisitor
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessings Deck Card 7 (Turn 8 Flenta)
Spoiler:
The Cricket
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessings Deck Card 8 (Turn 9 Arueshalae)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 9 (Turn 10 Kess)
Spoiler:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessings Deck Card 10 (Turn 11 Lazzero)
Spoiler:
The Winged Serpent
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessings Deck Card 11 (Turn 12 Yoon)
Spoiler:
The Crows
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessings Deck Card 12 (Turn 13 Flenta)
Spoiler:
The Vision
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.
Blessings Deck Card 13 (Turn 14 Arueshalae)
Spoiler:
The Queen Mother
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessings Deck Card 14 (Turn 15 Kess)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 15 (Turn 16 Lazzero)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 16 (Turn 17 Yoon)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 17 (Turn 18 Flenta)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 18 (Turn 19 Arueshalae)
Spoiler:
The Eclipse
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessings Deck Card 19 (Turn 20 Kess)
Spoiler:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Deck Card 20 (Turn 21 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 21 (Turn 22 Yoon)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 22 (Turn 23 Flenta)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 23 (Turn 24 Arueshalae)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 24 (Turn 25 Kess)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 25 (Turn 26 Lazzero)
Spoiler:
The Marriage
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessings Deck Card 26 (Turn 27 Yoon)
Spoiler:
The Tangled Briar
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessings Deck Card 27 (Turn 28 Flenta)
Spoiler:
Rovagug’s Destruction
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.
Blessings Deck Card 28 (Turn 29 Arueshalae)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 29 (Turn 30 Kess)
Spoiler:
The Juggler
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
Plaza Card 1:
Banner Of The Ancient Kings
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Plaza Card 2:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Plaza Card 3:
Spectre
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.
Plaza Card 4:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Plaza Card 5:
Snake Oil Seller
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.
Plaza Card 6:
Dimensional Jump
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.
Plaza Card 7:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Plaza Card 8:
Glamered Leather Armor
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.
Plaza Card 9:
Warband
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Plaza Card 10:
Tayce Soldado
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.
Plaza Card 11:
Vicious Scythe
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
Shrine Card 1:
Haunt
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.
Shrine Card 2:
Gozreh’s Growth
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Shrine Card 3:
Evil Eye
Barrier 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Shrine Card 4:
Traitor
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Shrine Card 5:
The Theater
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.
Shrine Card 6:
Cayden Cailean’s Revelry
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Shrine Card 7:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Shrine Card 8:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Shrine Card 9:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Shrine Card 10:
Sleep
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Shrine Card 11:
Rioting Mob
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
Tavern Card 1:
Burning Tar
Barrier 0
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Acrobatics
6+#
OR
Constitution
Craft
Fortitude
7+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Tavern Card 2:
Sage
Ally 0
Traits
Human
Arcanist
Check
Charisma
Diplomacy
Knowledge
4
Powers
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Tavern Card 3:
Invisibility
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Tavern Card 4:
Cotct Basilisk
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.
Tavern Card 5:
Priest Of Pharasma
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.
Tavern Card 6:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Tavern Card 7:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Tavern Card 8:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Tavern Card 9:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Tavern Card 10:
Korvosan Guard
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Tavern Card 11:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
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
Stable Card 1:
Gray Maiden Footsoldier
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.
Stable Card 2:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Stable Card 3:
Dire Boar
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.
Stable Card 4:
Wand Of Acid Burst
Item 1
Traits
Wand
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
6
Powers
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Stable Card 5:
Ingratiating Minion
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Stable Card 6:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Stable Card 7:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Stable Card 8:
Flensing Jelly
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.
Stable Card 9:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Stable Card 10:
Pit Gladiator
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.
Stable Card 11:
Sneak
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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
Barracks Card 1:
Spiked Gauntlet
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Barracks Card 2:
Zombie
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.
Barracks Card 3:
Geist
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.
Barracks Card 4:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks Card 5:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Barracks Card 6:
Bat
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Barracks Card 7:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Barracks Card 8:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Barracks Card 9:
The Fiend
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.
Barracks Card 10:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Barracks Card 11:
Captive Horror
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
Campsite Card 1:
Longbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Campsite Card 2:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Campsite Card 3:
Vampire Spawn
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Campsite Card 4:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Campsite Card 5:
Elixir Of Focus
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.
Campsite Card 6:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Campsite Card 7:
Barghest
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.
Campsite Card 8:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Campsite Card 9:
Leech
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Campsite Card 10:
Yeth Hound
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Campsite Card 11:
Porcupine
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
5
Powers
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
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
Ruin Card 1:
Henchman Proxy B
Proxy 0
Traits
Check
None
0
Powers
Ruin Card 2:
Brawl
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Ruin Card 3:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Ruin Card 4:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Ruin Card 5:
Lost Local
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Ruin Card 6:
Rioting Mob
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Ruin Card 7:
Codex
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Ruin Card 8:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Ruin Card 9:
Ghoul
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Ruin Card 10:
Gray Maiden Plate
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.
Ruin Card 11:
Life Drain
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Ketrik
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
Base Card 2:
Moise
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.
Base Card 3:
Boors
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
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:
After preparing the story banes, shuffle a Proxy B (Antidote Formula Page) into each location.
STORY BANES:
Danger: Rescue
Villain: None
Non-Closing Henchmen: Rioting Mobs
DURING THIS SCENARIO:
When you defeat a bane, examine the top card of its location. You may recharge or reload the examined card into its location.
When you encounter a Proxy B, display it next to the scenario.
When a bane is undefeated, shuffle a displayed Proxy B into a random location.
To win, display a number of Proxy B cards equal to the number of locations.
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:
Each character gets a hero point.
Rally the supporter Ketrik, Boors, or Moise.
Ketrik:
Ketrik
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
Boors:
Boors
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.
Moise:
Moise
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.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Monster 2
Spoiler:
Minotaur
Monster 2
Traits
Minotaur
Check
Combat
15
OR
Fortitude
8
Powers
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Monster 3
Spoiler:
Sczarni Thief
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 4
Spoiler:
Skeletal Owlbeast
Monster 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Monster 5
Spoiler:
Crocodile
Monster 1
Traits
Animal
Aquatic
Check
Combat
11
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Random Barriers:
Barrier 1
Spoiler:
Treacherous Tunnels
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Barrier 2
Spoiler:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Barrier 3
Spoiler:
Labyrinth
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 4
Spoiler:
Acid-spraying Skull
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Barrier 5
Spoiler:
Haunt
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.
Random Weapons:
Weapon 1
Spoiler:
Cruel Longsword
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 2
Spoiler:
Longsword
Weapon 0
Traits
Sword
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Weapon 3
Spoiler:
Heavy Crossbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 5
Spoiler:
Longbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Twisted Space
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 2
Spoiler:
Lightning Bolt
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 3
Spoiler:
Divine Insight
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 4
Spoiler:
Acid Burst
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 5
Spoiler:
Frost Ray
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
7
Powers
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Spoiler:
Glamered Leather Armor
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.
Armor 3
Spoiler:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Spoiler:
Helm Of The Valkyrie
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 5
Spoiler:
Magic Chain Shirt
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Random Items:
Item 1
Spoiler:
Zellara’s Harrow Deck
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 2
Spoiler:
Elixir Of Focus
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.
Item 3
Spoiler:
Twitch Tonic
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 4
Spoiler:
Elixir Of Energy Resistance
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Item 5
Spoiler:
Liquid Courage
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.
Random Allies:
Ally 1
Spoiler:
Sergeant-at-arms
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.
Ally 2
Spoiler:
Sage
Ally 0
Traits
Human
Arcanist
Check
Charisma
Diplomacy
Knowledge
4
Powers
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Ally 3
Spoiler:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Ally 4
Spoiler:
Acolyte
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 5
Spoiler:
Frog
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Random Blessings:
Blessing 1
Spoiler:
The Peacock
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 2
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 3
Spoiler:
The Carnival
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 4
Spoiler:
Desna’s Freedom
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 5
Spoiler:
The Wanderer
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.
Turn: 25 Kess/redeux
Top of Blessing Discard Pile: The Idiot - When this is the hour: When you fail a check, suffer the scourge Drained.
Top Blessing:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Remaining: 5
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 2 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 3 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 4 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 5 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Yoon,
Notes: Cultist displayed
Barracks(S) Card 1:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 2:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 3:
Plague Zombie
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.
Graveyard(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ossuary(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Arue, Lazzero,
Notes: Cultist displayed
Guardian Zombie
Abandoned Shacks(S) Card 1:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Abandoned Shacks(S) Card 2:
Plague Zombie
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.
Abandoned Shacks(S) Card 3:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:2 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Flenta, Kess,
Notes: Plague Zombie displayed
Skeleton
Arsenal(S) Card 1:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 2:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 3:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Card 4:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 5:
Skeleton
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arsenal(S) Card 6:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ruin(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:2
Located here: Fumbus
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 2:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 3:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 4:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 5:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 6:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Monster 2
Spoiler:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Monster 3
Spoiler:
Harpy
Monster 2
Traits
Harpy
Check
Combat
10
Powers
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Monster 4
Spoiler:
Skeletal Owlbeast
Monster 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Monster 5
Spoiler:
Crocodile
Monster 1
Traits
Animal
Aquatic
Check
Combat
11
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Random Barriers:
Barrier 1
Spoiler:
Symbol Of Sleep
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Barrier 2
Spoiler:
Trapped Chest
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Barrier 3
Spoiler:
Guardian Door
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 4
Spoiler:
Sick Child
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 5
Spoiler:
Razor Snare
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Random Weapons:
Weapon 1
Spoiler:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Giantbane Greataxe
Weapon 1
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Spoiler:
Returning Throwing Axe
Weapon 1
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Weapon 4
Spoiler:
Mace
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Weapon 5
Spoiler:
Snakebite Dagger
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.
Random Spells:
Spell 1
Spoiler:
Aid
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 2
Spoiler:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Spell 3
Spoiler:
Remove Disease
Spell 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 4
Spoiler:
Fiery Glare
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
7
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Spell 5
Spoiler:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Slick Leather
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 3
Spoiler:
Tower Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 4
Spoiler:
Gray Maiden Plate
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 5
Spoiler:
Helm Of The Valkyrie
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.
Random Items:
Item 1
Spoiler:
Cape Of Escape
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Item 2
Spoiler:
Luckstone
Item 0
Traits
Object
Magic
Check
Wisdom
Survival
6
Powers
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Item 3
Spoiler:
Elixir Of Focus
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.
Item 4
Spoiler:
Spider Venom
Item 0
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
6
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 5
Spoiler:
Wand Of Acid Burst
Item 1
Traits
Wand
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
6
Powers
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Random Allies:
Ally 1
Spoiler:
Spider
Ally 0
Traits
Vermin
Check
Wisdom
Fortitude
Survival
4
Powers
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Ally 2
Spoiler:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Ally 3
Spoiler:
Clockwork Servant
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 4
Spoiler:
Harrower
Ally 0
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
4
OR
Knowledge
5
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Ally 5
Spoiler:
Bound Imp
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Random Blessings:
Blessing 1
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 2
Spoiler:
Gozreh’s Growth
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 3
Spoiler:
The Desert
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 4
Spoiler:
Urgathoa’s Gluttony
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessing 5
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Turn: 24 Fumbus/Redelia
Top of Blessing Discard Pile: Irori’s Mastery - When this is the hour: On your blessed check, you may reroll any dice showing 1.
Top Blessing:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Remaining: 6
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 2 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 3 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 4 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 5 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 6 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Yoon,
Notes: Cultist displayed
Barracks(S) Card 1:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 2:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 3:
Plague Zombie
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.
Graveyard(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ossuary(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Arue, Lazzero,
Notes: Cultist displayed
Guardian Zombie
Abandoned Shacks(S) Card 1:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Abandoned Shacks(S) Card 2:
Plague Zombie
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.
Abandoned Shacks(S) Card 3:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:2 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Flenta, Kess,
Notes: Plague Zombie displayed
Skeleton
Arsenal(S) Card 1:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 2:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 3:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Card 4:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 5:
Skeleton
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arsenal(S) Card 6:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Located here: Fumbus
Notes:
Ruin(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Monster 2
Spoiler:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Monster 3
Spoiler:
Spectre
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 4
Spoiler:
Orc Rager
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Monster 5
Spoiler:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Random Barriers:
Barrier 1
Spoiler:
Flanking Attack
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Barrier 2
Spoiler:
Haughty Nobles
Barrier 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Barrier 3
Spoiler:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Barrier 4
Spoiler:
Perplexing Text
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 5
Spoiler:
Evil Eye
Barrier 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Random Weapons:
Weapon 1
Spoiler:
Warhammer
Weapon 0
Traits
Hammer
Melee
Bludgeoning
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
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 3
Spoiler:
Snakebite Dagger
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.
Weapon 4
Spoiler:
Elven Curve Blade
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Heavy Crossbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Fiery Glare
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
7
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Spell 2
Spoiler:
Divine Insight
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 3
Spoiler:
Aspect Of The Monkey
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 4
Spoiler:
Invisibility
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 5
Spoiler:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Slick Leather
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Half-plate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Spoiler:
Magic Full Plate
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 4
Spoiler:
Full Plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 5
Spoiler:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Random Items:
Item 1
Spoiler:
Gem Of Physical Prowess
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 2
Spoiler:
Horn Of Blasting
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 3
Spoiler:
Elixir Of Energy Resistance
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Item 4
Spoiler:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Item 5
Spoiler:
Zellara’s Harrow Deck
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Random Allies:
Ally 1
Spoiler:
Frog
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Ally 2
Spoiler:
Dog
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Ally 3
Spoiler:
Korvosan House Drake
Ally 2
Traits
Dragon
Check
Wisdom
Arcane
Survival
9
Powers
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Ally 4
Spoiler:
Leech
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Ally 5
Spoiler:
Fortune-teller
Ally 2
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Random Blessings:
Blessing 1
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 2
Spoiler:
The Tangled Briar
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 3
Spoiler:
The Tyrant
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Blessing 4
Spoiler:
The Owl
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 5
Spoiler:
The Peacock
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Turn: 23 Arueshalae/Merisal The Risen
Top of Blessing Discard Pile: Prayer - When this is the hour: No effect.
Top Blessing:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Remaining: 7
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 2 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 3 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 4 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 5 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 6 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 7 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Yoon,
Notes: Cultist displayed
Barracks(S) Card 1:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 2:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 3:
Plague Zombie
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.
Graveyard(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ossuary(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Arue, Lazzero,
Notes: Cultist displayed
Guardian Zombie
Abandoned Shacks(S) Card 1:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 2:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 3:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Abandoned Shacks(S) Card 4:
Plague Zombie
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.
Abandoned Shacks(S) Card 5:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:2 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Flenta, Kess,
Notes: Plague Zombie displayed
Skeleton
Arsenal(S) Card 1:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 2:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 3:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Card 4:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 5:
Skeleton
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arsenal(S) Card 6:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Located here: Fumbus
Notes:
Ruin(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Monster 2
Spoiler:
Troll
Monster 2
Traits
Troll
Veteran
Check
Combat
8+##
THEN
Combat
10+##
Powers
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Monster 3
Spoiler:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 4
Spoiler:
Accursed Priest
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Monster 5
Spoiler:
Zombie
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.
Random Barriers:
Barrier 1
Spoiler:
Acid-spraying Skull
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Barrier 2
Spoiler:
Haunt
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.
Barrier 3
Spoiler:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Barrier 4
Spoiler:
Door Spike
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Barrier 5
Spoiler:
Shrieky Plant
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Random Weapons:
Weapon 1
Spoiler:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Weapon 3
Spoiler:
Quarterstaff Of Vaulting
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Throwing Axe
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Weapon 5
Spoiler:
Snakebite Dagger
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.
Random Spells:
Spell 1
Spoiler:
Harrowstrike
Spell 1
Traits
Magic
Arcane
Divine
Attack
Force
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Display. While displayed:
• For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 2
Spoiler:
Commune
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Spell 3
Spoiler:
Enhance
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 4
Spoiler:
Levitate
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
6
Powers
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Spell 5
Spoiler:
Charm Person
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Random Armors:
Armor 1
Spoiler:
Magic Leather Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Slick Leather
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 3
Spoiler:
Magic Spiked Breastplate
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 4
Spoiler:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 5
Spoiler:
Shield Of Resistance
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.
Random Items:
Item 1
Spoiler:
Codex
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Item 2
Spoiler:
The Unveiling
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Item 3
Spoiler:
Horn Of Blasting
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 4
Spoiler:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Item 5
Spoiler:
Banner Of The Ancient Kings
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Random Allies:
Ally 1
Spoiler:
Naval Hero
Ally 2
Traits
Human
Swashbuckler
Check
Charisma
Diplomacy
Melee
9
Powers
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Ally 2
Spoiler:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ally 3
Spoiler:
Bound Imp
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Ally 4
Spoiler:
Guide
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Ally 5
Spoiler:
Tinker
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 2
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 3
Spoiler:
Norgorber’s Shadow
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 4
Spoiler:
The Crows
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 5
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Turn: 20 Lazzero/Chris
Top of Blessing Discard Pile: Irori’s Mastery - When this is the hour: On your blessed check, you may reroll any dice showing 1.
Top Blessing:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Remaining: 10
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 2 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 3 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 4 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 5 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 6 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 7 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 8 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 9 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 10 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Yoon,
Notes: Cultist displayed
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 2:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 3:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 4:
Plague Zombie
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.
Graveyard(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ossuary(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Located here: Lazzero,
Notes:
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:2
Located here: Arue
Notes: Guardian Zombie
Abandoned Shacks(S) Card 1:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 2:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 3:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 4:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Abandoned Shacks(S) Card 5:
Plague Zombie
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.
Abandoned Shacks(S) Card 6:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:3 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Located here: Flenta, Kess,
Notes: Plague Zombie displayed
Skeleton
Arsenal(S) Card 1:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 2:
Glamered Leather Armor
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.
Arsenal(S) Card 3:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 4:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 5:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Card 6:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 7:
Skeleton
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arsenal(S) Card 8:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Located here: Fumbus
Notes:
Ruin(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Monster 2
Spoiler:
Troll
Monster 2
Traits
Troll
Veteran
Check
Combat
8+##
THEN
Combat
10+##
Powers
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Monster 3
Spoiler:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 4
Spoiler:
Accursed Priest
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Monster 5
Spoiler:
Zombie
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.
Random Barriers:
Barrier 1
Spoiler:
Acid-spraying Skull
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Barrier 2
Spoiler:
Haunt
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.
Barrier 3
Spoiler:
Captive Horror
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 4
Spoiler:
Door Spike
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Barrier 5
Spoiler:
Shrieky Plant
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Random Weapons:
Weapon 1
Spoiler:
Shortsword
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 2
Spoiler:
Light Crossbow
Weapon 0
Traits
Bow
Ranged
Piercing
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Weapon 3
Spoiler:
Quarterstaff
Weapon 0
Traits
Staff
Melee
Bludgeoning
2-handed
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 5
Spoiler:
Flaming Mace
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.
Random Spells:
Spell 1
Spoiler:
Minor Harrowing
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 2
Spoiler:
Cure
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 3
Spoiler:
Fire Bolt
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 4
Spoiler:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 5
Spoiler:
Confusion
Spell 0
Traits
Magic
Arcane
Divine
Mental
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Magic Mithral Chain Mail
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Spoiler:
Shield Of Resistance
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 3
Spoiler:
Magic Full Plate
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 4
Spoiler:
Grounded Studded Leather
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 5
Spoiler:
Gray Maiden Plate
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.
Random Items:
Item 1
Spoiler:
Elixir Of Healing
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 2
Spoiler:
Ring Of Evasion
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 3
Spoiler:
Magnifying Glass
Item 0
Traits
Tool
Check
Intelligence
Disable
Perception
4
Powers
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Item 4
Spoiler:
Compass
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Item 5
Spoiler:
Holy Water
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.
Random Allies:
Ally 1
Spoiler:
Bound Imp
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Ally 2
Spoiler:
Bound Homunculus
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Ally 3
Spoiler:
Harrower
Ally 0
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
4
OR
Knowledge
5
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Ally 4
Spoiler:
Soldier
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Ally 5
Spoiler:
Card Caster
Ally 0
Traits
Human
Magus
Harrow
Check
Intelligence
Knowledge
5
OR
Charisma
Diplomacy
7
Powers
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 2
Spoiler:
Cayden Cailean’s Revelry
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 3
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 4
Spoiler:
Gozreh’s Growth
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 5
Spoiler:
The Empty Throne
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.
Turn: 18 Fumbus/Redelia
Top of Blessing Discard Pile: The Forge - When this is the hour: On your check, add 1 for each type of boon played.
Top Blessing:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Remaining: 12
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 19 Kess)
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Deck Card 2 (Turn 20 Lazzero)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 3 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 4 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 5 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 6 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 7 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 8 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 9 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 10 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 11 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 12 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Yoon,
Notes: Cultist displayed
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 2:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 3:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 4:
Plague Zombie
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.
Graveyard(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ossuary(S) 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:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Kess, Lazzero,
Notes: Plague Zombie displayed
Ossuary(S) Card 1:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ossuary(S) Card 2:
Toxic Cloud
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:2
Located here: Arue
Notes: Guardian Zombie
Abandoned Shacks(S) Card 1:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 2:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 3:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 4:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Abandoned Shacks(S) Card 5:
Plague Zombie
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.
Abandoned Shacks(S) Card 6:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:3 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Located here: Flenta,
Notes: Plague Zombie displayed
Skeleton
Arsenal(S) Card 1:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 2:
Glamered Leather Armor
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.
Arsenal(S) Card 3:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 4:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 5:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Card 6:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 7:
Skeleton
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arsenal(S) Card 8:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) 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:1 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Fumbus
Notes: Plague Zombie displayed
Pits(S) Card 1:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) Card 2:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits(S) Card 3:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits(S) Card 4:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Pits(S) Card 5:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ruin(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Monster 2
Spoiler:
Faceless Stalker
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.
Monster 3
Spoiler:
Strangler
Monster 1
Traits
Aberration
Check
Combat
10
Powers
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Monster 4
Spoiler:
Metal Cobra
Monster 2
Traits
Construct
Check
Combat
12
OR
Craft
8
Powers
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Monster 5
Spoiler:
Rat Swarm
Monster 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Random Barriers:
Barrier 1
Spoiler:
Death’s Breath Door
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 2
Spoiler:
Mad Prophet
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 3
Spoiler:
Poison Gas
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 4
Spoiler:
Guardian Door
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 5
Spoiler:
Captive Horror
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.
Random Weapons:
Weapon 1
Spoiler:
Shortbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Earthbreaker
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Spoiler:
Vicious Scythe
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 4
Spoiler:
Quarterstaff
Weapon 0
Traits
Staff
Melee
Bludgeoning
2-handed
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Dagger
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Melee
Ranged
Stealth
3
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Random Spells:
Spell 1
Spoiler:
Aspect Of The Monkey
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
Spoiler:
Elemental Treaty
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 3
Spoiler:
Good Omen
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 4
Spoiler:
Infernal Healing
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Display next to a local character.
While displayed:
• At the end of this character’s turns, they may bury a card from their discards to heal a card.
• At the end of the scenario, banish; if proficient, bury instead.
Spell 5
Spoiler:
Revitalize
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Spoiler:
Shield Of Resistance
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 3
Spoiler:
Helm Of The Valkyrie
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 4
Spoiler:
Spiked Half-plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Armor 5
Spoiler:
Tower Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Random Items:
Item 1
Spoiler:
Smoke Bomb
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character’s Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Item 2
Spoiler:
Elixir Of Focus
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.
Item 3
Spoiler:
Thieves’ Tools
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Item 4
Spoiler:
Bastion Boots
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Item 5
Spoiler:
Magnifying Glass
Item 0
Traits
Tool
Check
Intelligence
Disable
Perception
4
Powers
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Random Allies:
Ally 1
Spoiler:
Priest Of Abadar
Ally 1
Traits
Halfling
Cleric
Check
Charisma
Diplomacy
6
OR
Bury A Boon
0
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Ally 2
Spoiler:
Gang Enforcer
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Ally 3
Spoiler:
Lookout
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 4
Spoiler:
Fortune-teller
Ally 2
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Ally 5
Spoiler:
Card Caster
Ally 0
Traits
Human
Magus
Harrow
Check
Intelligence
Knowledge
5
OR
Charisma
Diplomacy
7
Powers
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 2
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 3
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 4
Spoiler:
The Mountain Man
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 5
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Turn: 14 Lazzero/Chris
Top of Blessing Discard Pile: Sarenrae’s Light - When this is the hour: When you heal, you may heal an additional card.
Top Blessing:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Remaining: 16
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 15 Yoon)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 2 (Turn 16 Flenta)
Spoiler:
The Rabbit Prince
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessings Deck Card 3 (Turn 17 Arueshalae)
Spoiler:
The Dance
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessings Deck Card 4 (Turn 18 Fumbus)
Spoiler:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Deck Card 5 (Turn 19 Kess)
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Deck Card 6 (Turn 20 Lazzero)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 7 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 8 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 9 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 10 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 11 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 12 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 13 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 14 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 15 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 16 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Located here: Yoon,
Barracks(S) Card 1:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Barracks(S) Card 2:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 4:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 5:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 6:
Plague Zombie
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.
Graveyard(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ossuary(S) 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:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Kess, Lazzero,
Notes: Plague Zombie displayed
Ossuary(S) Card 1:
Ghoul Bat
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.
Ossuary(S) Card 2:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Ossuary(S) Card 3:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Ossuary(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ossuary(S) Card 5:
Toxic Cloud
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Located here: Arue
Notes: Guardian Zombie
Abandoned Shacks(S) Card 1:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Abandoned Shacks(S) Card 2:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Abandoned Shacks(S) Card 3:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 4:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 5:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 6:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Abandoned Shacks(S) Card 7:
Plague Zombie
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.
Abandoned Shacks(S) Card 8:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Located here: Flenta,
Notes: Plague Zombie displayed
Skeleton
Arsenal(S) Card 1:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Arsenal(S) Card 2:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 3:
Glamered Leather Armor
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.
Arsenal(S) Card 4:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 5:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 6:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Card 7:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 8:
Skeleton
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arsenal(S) Card 9:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) 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:1 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Fumbus
Notes: Plague Zombie displayed
Pits(S) Card 1:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) Card 2:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits(S) Card 3:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits(S) Card 4:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Pits(S) Card 5:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ruin(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Monster 2
Spoiler:
Strangler
Monster 1
Traits
Aberration
Check
Combat
10
Powers
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Monster 3
Spoiler:
Bloodbug
Monster 0
Traits
Animal
Check
Combat
11
Powers
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Monster 4
Spoiler:
Giant Toad
Monster 1
Traits
Animal
Poison
Check
Combat
10
OR
Acrobatics
7
Powers
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Monster 5
Spoiler:
Pixie Gang
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.
Random Barriers:
Barrier 1
Spoiler:
Imps And House Drakes
Barrier 0
Traits
Skirmish
Outsider
Devil
Dragon
Check
Combat
10
OR
Arcane
Survival
6
Powers
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
Barrier 2
Spoiler:
Snake Oil Seller
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 3
Spoiler:
Acid-spraying Skull
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Barrier 4
Spoiler:
Death’s Breath Door
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 5
Spoiler:
Lost Local
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Random Weapons:
Weapon 1
Spoiler:
Flaming Mace
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
Spoiler:
Vicious Scythe
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
Spoiler:
Sling
Weapon 0
Traits
Sling
Ranged
Bludgeoning
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 4
Spoiler:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Weapon 5
Spoiler:
Elven Curve Blade
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Remove Disease
Spell 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 2
Spoiler:
Phantasmal Minion
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 3
Spoiler:
Levitate
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
6
Powers
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Spell 4
Spoiler:
Enlarge
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution dice are each d12.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 5
Spoiler:
Harrowstrike
Spell 1
Traits
Magic
Arcane
Divine
Attack
Force
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Display. While displayed:
• For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Magic Spiked Breastplate
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 2
Spoiler:
Tower Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Spoiler:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Spoiler:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 5
Spoiler:
Hide Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
Survival
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Random Items:
Item 1
Spoiler:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Item 2
Spoiler:
Mist Horn
Item 1
Traits
Instrument
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display next to a location. While displayed:
• When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
• At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Item 3
Spoiler:
Cape Of Escape
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Item 4
Spoiler:
Harrow Deck
Item 1
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 5
Spoiler:
Bastion Boots
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Random Allies:
Ally 1
Spoiler:
Sage
Ally 0
Traits
Human
Arcanist
Check
Charisma
Diplomacy
Knowledge
4
Powers
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Ally 2
Spoiler:
Guide
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Ally 3
Spoiler:
Acolyte
Ally 0
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
4
Powers
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Ally 4
Spoiler:
Priest Of Asmodeus
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
9
OR
Arcane
Divine
5
Powers
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Ally 5
Spoiler:
Craftsman
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 2
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 3
Spoiler:
The Queen Mother
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 4
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 5
Spoiler:
Cayden Cailean’s Revelry
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Turn: 12 Fumbus/Redelia
Top of Blessing Discard Pile: The Bear - When this is the hour: On your Strength check, add 2.
Top Blessing:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Remaining: 18
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 13 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 2 (Turn 14 Lazzero)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 3 (Turn 15 Yoon)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 4 (Turn 16 Flenta)
Spoiler:
The Rabbit Prince
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessings Deck Card 5 (Turn 17 Arueshalae)
Spoiler:
The Dance
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessings Deck Card 6 (Turn 18 Fumbus)
Spoiler:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Deck Card 7 (Turn 19 Kess)
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Deck Card 8 (Turn 20 Lazzero)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 9 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 10 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 11 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 12 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 13 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 14 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 15 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 16 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 17 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 18 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Located here: Yoon,
Barracks(S) Card 1:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Barracks(S) Card 2:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 4:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 5:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 6:
Plague Zombie
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.
Graveyard(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ossuary(S) 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:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Kess, Lazzero,
Ossuary(S) Card 1:
Frost Longbow
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.
Ossuary(S) Card 2:
Plague Zombie
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.
Ossuary(S) Card 3:
Ghoul Bat
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.
Ossuary(S) Card 4:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Ossuary(S) Card 5:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Ossuary(S) Card 6:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ossuary(S) Card 7:
Toxic Cloud
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Located here: Arue
Notes: Guardian Zombie
Abandoned Shacks(S) Card 1:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Abandoned Shacks(S) Card 2:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Abandoned Shacks(S) Card 3:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 4:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 5:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 6:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Abandoned Shacks(S) Card 7:
Plague Zombie
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.
Abandoned Shacks(S) Card 8:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Located here: Flenta,
Notes: Plague Zombie displayed
Skeleton
Arsenal(S) Card 1:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Arsenal(S) Card 2:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 3:
Glamered Leather Armor
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.
Arsenal(S) Card 4:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 5:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 6:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Card 7:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 8:
Skeleton
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arsenal(S) Card 9:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) 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:1 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
Located here: Fumbus
Pits(S) Card 1:
Wand Of Flame
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.
Pits(S) Card 2:
Plague Zombie
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.
Pits(S) Card 3:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) Card 4:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits(S) Card 5:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits(S) Card 6:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Pits(S) Card 7:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ruin(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Monster 2
Spoiler:
Unseen Sentinel
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 3
Spoiler:
Accursed Priest
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Monster 4
Spoiler:
Brain Ooze
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 5
Spoiler:
Cotct Basilisk
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.
Random Barriers:
Barrier 1
Spoiler:
Tangle Of Debris
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Barrier 2
Spoiler:
Haughty Nobles
Barrier 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Barrier 3
Spoiler:
Flask Of Curses
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Barrier 4
Spoiler:
Labyrinth
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 5
Spoiler:
Sick Child
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.
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Weapon 2
Spoiler:
Venomous Hand Crossbow
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.
Weapon 3
Spoiler:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Weapon 4
Spoiler:
Cleaving Battleaxe
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 5
Spoiler:
Battleaxe
Weapon 0
Traits
Axe
Melee
Slashing
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Random Spells:
Spell 1
Spoiler:
Fly
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 2
Spoiler:
Deflect
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 3
Spoiler:
Levitate
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
6
Powers
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Spell 4
Spoiler:
Acid Arrow
Spell 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 5
Spoiler:
Life Drain
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Covering Heavy Shield
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Spoiler:
Magic Klar
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 3
Spoiler:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Spoiler:
Brute Force Shield
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 5
Spoiler:
Grounded Studded Leather
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Random Items:
Item 1
Spoiler:
White War Paint
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 2
Spoiler:
Caltrops
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 3
Spoiler:
Token Of Remembrance
Item 0
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Item 4
Spoiler:
Flame Staff
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Item 5
Spoiler:
Gem Of Physical Prowess
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Random Allies:
Ally 1
Spoiler:
Naval Hero
Ally 2
Traits
Human
Swashbuckler
Check
Charisma
Diplomacy
Melee
9
Powers
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Ally 2
Spoiler:
Flensing Jelly
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.
Ally 3
Spoiler:
Guide
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Ally 4
Spoiler:
Priest Of Asmodeus
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
9
OR
Arcane
Divine
5
Powers
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Ally 5
Spoiler:
Eries Yelloweyes
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.
Random Blessings:
Blessing 1
Spoiler:
The Locksmith
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 2
Spoiler:
The Vision
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 3
Spoiler:
The Hidden Truth
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 4
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 5
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Turn: 11 Arueshalae/Merisal The Risen
Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.
Top Blessing:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Remaining: 19
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 12 Fumbus)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 2 (Turn 13 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 3 (Turn 14 Lazzero)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 4 (Turn 15 Yoon)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 5 (Turn 16 Flenta)
Spoiler:
The Rabbit Prince
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessings Deck Card 6 (Turn 17 Arueshalae)
Spoiler:
The Dance
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessings Deck Card 7 (Turn 18 Fumbus)
Spoiler:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Deck Card 8 (Turn 19 Kess)
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Deck Card 9 (Turn 20 Lazzero)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 10 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 11 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 12 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 13 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 14 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 15 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 16 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 17 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 18 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 19 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Located here: Yoon,
Barracks(S) Card 1:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Barracks(S) Card 2:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 4:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 5:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 6:
Plague Zombie
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.
Graveyard(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ossuary(S) 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:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Kess, Lazzero,
Ossuary(S) Card 1:
Frost Longbow
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.
Ossuary(S) Card 2:
Plague Zombie
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.
Ossuary(S) Card 3:
Ghoul Bat
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.
Ossuary(S) Card 4:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Ossuary(S) Card 5:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Ossuary(S) Card 6:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ossuary(S) Card 7:
Toxic Cloud
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Abandoned Shacks(S) Card 1:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Abandoned Shacks(S) Card 2:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Abandoned Shacks(S) Card 3:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 5:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Abandoned Shacks(S) Card 6:
Plague Zombie
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.
Abandoned Shacks(S) Card 7:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 8:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Located here: Flenta,
Notes: Plague Zombie displayed
Skeleton
Arsenal(S) Card 1:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Arsenal(S) Card 2:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 3:
Glamered Leather Armor
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.
Arsenal(S) Card 4:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 5:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 6:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Card 7:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 8:
Skeleton
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arsenal(S) Card 9:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) 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:1 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
Located here: Fumbus
Pits(S) Card 1:
Wand Of Flame
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.
Pits(S) Card 2:
Plague Zombie
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.
Pits(S) Card 3:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) Card 4:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits(S) Card 5:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits(S) Card 6:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Pits(S) Card 7:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ruin(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Located here: Arue
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Monster 2
Spoiler:
Allip
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 3
Spoiler:
Rat Swarm
Monster 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Monster 4
Spoiler:
Ratling
Monster 1
Traits
Aberration
Check
Combat
9
Powers
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Monster 5
Spoiler:
Giant Fly
Monster 1
Traits
Vermin
Check
Combat
10
Powers
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Random Barriers:
Barrier 1
Spoiler:
Symbol Of Sleep
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Barrier 2
Spoiler:
Mad Prophet
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 3
Spoiler:
Acid-spraying Skull
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Barrier 4
Spoiler:
Invisible Wall
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Barrier 5
Spoiler:
Cutpurse Gang
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Random Weapons:
Weapon 1
Spoiler:
Shortbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Light Crossbow
Weapon 0
Traits
Bow
Ranged
Piercing
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Weapon 3
Spoiler:
Quarterstaff
Weapon 0
Traits
Staff
Melee
Bludgeoning
2-handed
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Frost Longspear
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Sleep
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 2
Spoiler:
Infernal Healing
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Display next to a local character.
While displayed:
• At the end of this character’s turns, they may bury a card from their discards to heal a card.
• At the end of the scenario, banish; if proficient, bury instead.
Spell 3
Spoiler:
Detect Magic
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 4
Spoiler:
Disable Mechanism
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.
Spell 5
Spoiler:
Remove Disease
Spell 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Helm Of The Valkyrie
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
Spoiler:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Spoiler:
Magic Hide Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 4
Spoiler:
Light Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
3
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 5
Spoiler:
Helm
Armor 0
Traits
Heavy Armor
Helm
Check
Constitution
Fortitude
4
Powers
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Random Items:
Item 1
Spoiler:
Helpful Haversack
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Item 2
Spoiler:
The Unveiling
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Item 3
Spoiler:
Mist Horn
Item 1
Traits
Instrument
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display next to a location. While displayed:
• When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
• At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Item 4
Spoiler:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Item 5
Spoiler:
Ring Of Protection
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.
Random Allies:
Ally 1
Spoiler:
Eries Yelloweyes
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 2
Spoiler:
Bound Imp
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Ally 3
Spoiler:
Priest Of Asmodeus
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
9
OR
Arcane
Divine
5
Powers
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Ally 4
Spoiler:
Lookout
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 5
Spoiler:
Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Random Blessings:
Blessing 1
Spoiler:
Desna’s Freedom
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 2
Spoiler:
The Cyclone
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Survival
4+#
Powers
WHEN THIS IS THE HOUR
The difficulty of your non-combat check against a bane is increased by 3.
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Blessing 3
Spoiler:
The Hidden Truth
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 4
Spoiler:
The Queen Mother
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 5
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Turn: 9 Yoon/Nick
Top of Blessing Discard Pile: The Midwife - When this is the hour: At the start of your turn, summon and encounter a monster.
Top Blessing:
The Midwife
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Flenta)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 2 (Turn 11 Arueshalae)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 3 (Turn 12 Fumbus)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 4 (Turn 13 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 5 (Turn 14 Lazzero)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 6 (Turn 15 Yoon)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 7 (Turn 16 Flenta)
Spoiler:
The Rabbit Prince
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessings Deck Card 8 (Turn 17 Arueshalae)
Spoiler:
The Dance
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessings Deck Card 9 (Turn 18 Fumbus)
Spoiler:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Deck Card 10 (Turn 19 Kess)
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Deck Card 11 (Turn 20 Lazzero)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 12 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 13 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 14 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 15 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 16 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 17 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 18 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 19 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 20 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 21 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:1 Al:0 Bl:1 ?:2
Barracks(S) Card 1:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Barracks(S) Card 2:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barracks(S) Card 3:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Barracks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 6:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 7:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 8:
Plague Zombie
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.
Graveyard(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ossuary(S) 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:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Flenta, Kess, Lazzero, Yoon,
Ossuary(S) Card 1:
Frost Longbow
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.
Ossuary(S) Card 2:
Plague Zombie
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.
Ossuary(S) Card 3:
Ghoul Bat
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.
Ossuary(S) Card 4:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Ossuary(S) Card 5:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Ossuary(S) Card 6:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ossuary(S) Card 7:
Toxic Cloud
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Abandoned Shacks(S) Card 1:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Abandoned Shacks(S) Card 2:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Abandoned Shacks(S) Card 3:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 5:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Abandoned Shacks(S) Card 6:
Plague Zombie
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.
Abandoned Shacks(S) Card 7:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 8:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Notes: Skeleton
Arsenal(S) Card 1:
Plague Zombie
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.
Arsenal(S) Card 2:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Arsenal(S) Card 3:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 4:
Glamered Leather Armor
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.
Arsenal(S) Card 5:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 6:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 7:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Arsenal(S) Card 8:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 9:
Skeleton
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arsenal(S) Card 10:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) 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:1 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
Located here: Fumbus
Pits(S) Card 1:
Wand Of Flame
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.
Pits(S) Card 2:
Plague Zombie
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.
Pits(S) Card 3:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) Card 4:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits(S) Card 5:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits(S) Card 6:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Pits(S) Card 7:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ruin(S) At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Located here: Arue
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 2
Spoiler:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 3
Spoiler:
Brain Ooze
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 4
Spoiler:
Harpy
Monster 2
Traits
Harpy
Check
Combat
10
Powers
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Monster 5
Spoiler:
Plaguebearer
Monster 1
Traits
Aberration
Disease
Check
Combat
15
Powers
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Random Barriers:
Barrier 1
Spoiler:
Dissident Guard
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Barrier 2
Spoiler:
Phantasmal Apparition
Barrier 1
Traits
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Barrier 3
Spoiler:
Snake Oil Seller
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
Spoiler:
Cryptic Message
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Barrier 5
Spoiler:
Drowning Mud
Barrier 1
Traits
Obstacle
Check
Strength
Survival
6
OR
Constitution
Fortitude
8
Powers
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Random Weapons:
Weapon 1
Spoiler:
Flaming Mace
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
Spoiler:
Shortsword
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 3
Spoiler:
Elven Curve Blade
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Dogslicer
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Random Spells:
Spell 1
Spoiler:
Minor Harrowing
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 2
Spoiler:
Harrowstrike
Spell 1
Traits
Magic
Arcane
Divine
Attack
Force
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Display. While displayed:
• For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 3
Spoiler:
Unearthly Aim
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
Spoiler:
Invisibility
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 5
Spoiler:
Viper Strike
Spell 0
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Full Plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Spoiler:
Shield Of Resistance
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 3
Spoiler:
Tower Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 4
Spoiler:
Magic Hide Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 5
Spoiler:
Hide Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
Survival
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Random Items:
Item 1
Spoiler:
Belt Of Physical Prowess
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Item 2
Spoiler:
Holy Water
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 3
Spoiler:
The Unveiling
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Item 4
Spoiler:
Sacred Candle
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
Item 5
Spoiler:
Flame Staff
Item 0
Traits
Staff
Magic
Attack
Fire
Check
Arcane
Divine
4
Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Random Allies:
Ally 1
Spoiler:
Harrower
Ally 0
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
4
OR
Knowledge
5
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Ally 2
Spoiler:
Clockwork Servant
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 3
Spoiler:
Spider
Ally 0
Traits
Vermin
Check
Wisdom
Fortitude
Survival
4
Powers
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Ally 4
Spoiler:
Teamster
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Ally 5
Spoiler:
Noble
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
The Eclipse
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 2
Spoiler:
The Juggler
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 3
Spoiler:
The Winged Serpent
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 4
Spoiler:
The Wanderer
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 5
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Turn: 7 Kess/redeux
Top of Blessing Discard Pile: The Survivor - When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
Top Blessing:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 8 Lazzero)
Spoiler:
The Cricket
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessings Deck Card 2 (Turn 9 Yoon)
Spoiler:
The Midwife
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessings Deck Card 3 (Turn 10 Flenta)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 4 (Turn 11 Arueshalae)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 5 (Turn 12 Fumbus)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 6 (Turn 13 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 7 (Turn 14 Lazzero)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 8 (Turn 15 Yoon)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 9 (Turn 16 Flenta)
Spoiler:
The Rabbit Prince
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessings Deck Card 10 (Turn 17 Arueshalae)
Spoiler:
The Dance
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessings Deck Card 11 (Turn 18 Fumbus)
Spoiler:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Deck Card 12 (Turn 19 Kess)
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Deck Card 13 (Turn 20 Lazzero)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 14 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 15 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 16 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 17 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 18 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 19 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 20 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 21 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 22 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 23 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:1 Al:0 Bl:1 ?:2
Barracks(S) Card 1:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Barracks(S) Card 2:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barracks(S) Card 3:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Barracks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 6:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 7:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 8:
Plague Zombie
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.
Graveyard(S) Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Lazzero, Yoon,
Notes: Cultist displayed
Graveyard(S) Card 1:
Plague Zombie
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.
Graveyard(S) Card 2:
Wolf Pack
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Graveyard(S) Card 3:
Scythe
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Graveyard(S) Card 4:
Treacherous Tunnels
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Graveyard(S) Card 5:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Ossuary(S) 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:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Flenta
Ossuary(S) Card 1:
Frost Longbow
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.
Ossuary(S) Card 2:
Plague Zombie
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.
Ossuary(S) Card 3:
Ghoul Bat
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.
Ossuary(S) Card 4:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Ossuary(S) Card 5:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Ossuary(S) Card 6:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ossuary(S) Card 7:
Toxic Cloud
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Abandoned Shacks(S) Card 1:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Abandoned Shacks(S) Card 2:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Abandoned Shacks(S) Card 3:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 5:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Abandoned Shacks(S) Card 6:
Plague Zombie
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.
Abandoned Shacks(S) Card 7:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 8:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Arsenal(S) Card 1:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 2:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 3:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 4:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 5:
Glamered Leather Armor
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.
Arsenal(S) Card 6:
Plague Zombie
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.
Arsenal(S) Card 7:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Arsenal(S) Card 8:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) 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:1 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
Located here: Fumbus
Pits(S) Card 1:
Wand Of Flame
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.
Pits(S) Card 2:
Plague Zombie
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.
Pits(S) Card 3:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) Card 4:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits(S) Card 5:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits(S) Card 6:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Pits(S) Card 7:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ruin(S) 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:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Kess
Notes: Plague Zombie displayed
Thunderstorm displayed
Ruin(S) Card 1:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ruin(S) Card 2:
Guardian Door
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.
Ruin(S) Card 3:
Mace
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Ruin(S) Card 4:
Good Omen
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Ruin(S) Card 5:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Ruin(S) Card 6:
Thieves’ Tools
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Located here: Arue
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
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 2
Spoiler:
Zombie
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 3
Spoiler:
Giant Fly
Monster 1
Traits
Vermin
Check
Combat
10
Powers
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Monster 4
Spoiler:
Troll
Monster 2
Traits
Troll
Veteran
Check
Combat
8+##
THEN
Combat
10+##
Powers
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Monster 5
Spoiler:
Pixie Gang
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.
Random Barriers:
Barrier 1
Spoiler:
Cutpurse Gang
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Barrier 2
Spoiler:
Concealed Hatch
Barrier 1
Traits
Lock
Check
Strength
5
OR
Disable
3
Powers
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Barrier 3
Spoiler:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Barrier 4
Spoiler:
Haunt
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.
Barrier 5
Spoiler:
Symbol Of Agony
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Random Weapons:
Weapon 1
Spoiler:
Shortsword
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 2
Spoiler:
Cleaving Battleaxe
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.
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.
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Weapon 5
Spoiler:
Dogslicer
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Random Spells:
Spell 1
Spoiler:
Enhance
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 2
Spoiler:
Divine Insight
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 3
Spoiler:
Invisibility
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 4
Spoiler:
Aid
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 5
Spoiler:
Burst Bonds
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
5
Powers
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 3
Spoiler:
Covering Heavy Shield
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 4
Spoiler:
Helm Of The Valkyrie
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 5
Spoiler:
Magic Full Plate
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.
Random Items:
Item 1
Spoiler:
Elixir Of Healing
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 2
Spoiler:
Plague Mask
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Item 3
Spoiler:
Gem Of Physical Prowess
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 4
Spoiler:
Ring Of Evasion
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 5
Spoiler:
Tangleburn Bag
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.
Random Allies:
Ally 1
Spoiler:
Bound Homunculus
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Ally 2
Spoiler:
Burglar
Ally 0
Traits
Trigger
Human
Rogue
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Ally 3
Spoiler:
Flensing Jelly
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.
Ally 4
Spoiler:
Riding Allosaurus
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 5
Spoiler:
Teamster
Ally 0
Traits
Human
Hireling
Check
Strength
Charisma
Diplomacy
5
Powers
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Random Blessings:
Blessing 1
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 2
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 3
Spoiler:
The Lost
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 4
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 5
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 6 Fumbus/Redelia
Top of Blessing Discard Pile: The Beating - When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
Top Blessing:
The Beating
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you encounter a monster from a location, before acting, another local character summons and encounters it.
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Kess)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 2 (Turn 8 Lazzero)
Spoiler:
The Cricket
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessings Deck Card 3 (Turn 9 Yoon)
Spoiler:
The Midwife
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessings Deck Card 4 (Turn 10 Flenta)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 5 (Turn 11 Arueshalae)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 6 (Turn 12 Fumbus)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 7 (Turn 13 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 8 (Turn 14 Lazzero)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 9 (Turn 15 Yoon)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 10 (Turn 16 Flenta)
Spoiler:
The Rabbit Prince
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessings Deck Card 11 (Turn 17 Arueshalae)
Spoiler:
The Dance
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessings Deck Card 12 (Turn 18 Fumbus)
Spoiler:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Deck Card 13 (Turn 19 Kess)
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Deck Card 14 (Turn 20 Lazzero)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 15 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 16 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 17 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 18 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 19 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 20 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 21 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 22 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 23 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 24 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:1 Al:0 Bl:1 ?:2
Barracks(S) Card 1:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Barracks(S) Card 2:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barracks(S) Card 3:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Barracks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 6:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 7:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 8:
Plague Zombie
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.
Graveyard(S) Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Lazzero, Yoon,
Notes: Cultist displayed
Graveyard(S) Card 1:
Plague Zombie
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.
Graveyard(S) Card 2:
Wolf Pack
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Graveyard(S) Card 3:
Scythe
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Graveyard(S) Card 4:
Treacherous Tunnels
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Graveyard(S) Card 5:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Ossuary(S) 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:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Flenta
Ossuary(S) Card 1:
Frost Longbow
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.
Ossuary(S) Card 2:
Plague Zombie
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.
Ossuary(S) Card 3:
Ghoul Bat
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.
Ossuary(S) Card 4:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Ossuary(S) Card 5:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Ossuary(S) Card 6:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ossuary(S) Card 7:
Toxic Cloud
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Abandoned Shacks(S) Card 1:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Abandoned Shacks(S) Card 2:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Abandoned Shacks(S) Card 3:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 5:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Abandoned Shacks(S) Card 6:
Plague Zombie
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.
Abandoned Shacks(S) Card 7:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 8:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Arsenal(S) Card 1:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 2:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 3:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 4:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 5:
Glamered Leather Armor
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.
Arsenal(S) Card 6:
Plague Zombie
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.
Arsenal(S) Card 7:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Arsenal(S) Card 8:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) 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:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
Pits(S) Card 1:
Flanking Attack
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Pits(S) Card 2:
Wand Of Flame
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.
Pits(S) Card 3:
Plague Zombie
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.
Pits(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) Card 5:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits(S) Card 6:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits(S) Card 7:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Pits(S) Card 8:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ruin(S) 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:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Kess
Notes: Plague Zombie displayed
Thunderstorm displayed
Ruin(S) Card 1:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ruin(S) Card 2:
Guardian Door
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.
Ruin(S) Card 3:
Mace
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Ruin(S) Card 4:
Good Omen
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Ruin(S) Card 5:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Ruin(S) Card 6:
Thieves’ Tools
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Located here: Arue
Notes: villain!, Wounded Wanderer
Alley(S) Card 1:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 2:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 3:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 4:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 5:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Alley(S) Card 6:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Plague Zombie
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.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
Thunderstorm:
Thunderstorm
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.
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Monster 2
Spoiler:
Troll
Monster 2
Traits
Troll
Veteran
Check
Combat
8+##
THEN
Combat
10+##
Powers
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Monster 3
Spoiler:
Ghost
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Monster 4
Spoiler:
Accursed Priest
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Monster 5
Spoiler:
Boggard
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Random Barriers:
Barrier 1
Spoiler:
Cutpurse Gang
Barrier 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Barrier 2
Spoiler:
Captive Horror
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 3
Spoiler:
Lost Local
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
Barrier 4
Spoiler:
Drowning Mud
Barrier 1
Traits
Obstacle
Check
Strength
Survival
6
OR
Constitution
Fortitude
8
Powers
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Barrier 5
Spoiler:
Symbol Of Sleep
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Random Weapons:
Weapon 1
Spoiler:
Cruel Longsword
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 2
Spoiler:
Sling
Weapon 0
Traits
Sling
Ranged
Bludgeoning
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Spoiler:
Throwing Axe
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Weapon 4
Spoiler:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 5
Spoiler:
Frost Longspear
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Aid
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 2
Spoiler:
Holy Light
Spell 1
Traits
Magic
Divine
Attack
Check
Wisdom
Divine
8
Powers
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 3
Spoiler:
Sleep
Spell 0
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 4
Spoiler:
Infernal Healing
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Display next to a local character.
While displayed:
• At the end of this character’s turns, they may bury a card from their discards to heal a card.
• At the end of the scenario, banish; if proficient, bury instead.
Spell 5
Spoiler:
Frostbite
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
8
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Magic Spiked Breastplate
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 2
Spoiler:
Magic Mithral Chain Mail
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Spoiler:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Spoiler:
Magic Chain Shirt
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 5
Spoiler:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Random Items:
Item 1
Spoiler:
Holy Symbol
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Item 2
Spoiler:
Elixir Of Healing
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 3
Spoiler:
Banner Of The Ancient Kings
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Item 4
Spoiler:
Cape Of Escape
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Item 5
Spoiler:
Horn Of Blasting
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.
Random Allies:
Ally 1
Spoiler:
Noble
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Ally 2
Spoiler:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Ally 3
Spoiler:
Guide
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Ally 4
Spoiler:
Mouse
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Ally 5
Spoiler:
Priest Of Abadar
Ally 1
Traits
Halfling
Cleric
Check
Charisma
Diplomacy
6
OR
Bury A Boon
0
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 2
Spoiler:
Urgathoa’s Gluttony
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessing 3
Spoiler:
The Peacock
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 4
Spoiler:
The Cyclone
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Survival
4+#
Powers
WHEN THIS IS THE HOUR
The difficulty of your non-combat check against a bane is increased by 3.
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Blessing 5
Spoiler:
The Unicorn
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Turn: 5 Arueshalae/Merisal The Risen
Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.
Top Blessing:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Fumbus)
Spoiler:
The Beating
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you encounter a monster from a location, before acting, another local character summons and encounters it.
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Blessings Deck Card 2 (Turn 7 Kess)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 3 (Turn 8 Lazzero)
Spoiler:
The Cricket
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessings Deck Card 4 (Turn 9 Yoon)
Spoiler:
The Midwife
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessings Deck Card 5 (Turn 10 Flenta)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 6 (Turn 11 Arueshalae)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 7 (Turn 12 Fumbus)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 8 (Turn 13 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 9 (Turn 14 Lazzero)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 10 (Turn 15 Yoon)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 11 (Turn 16 Flenta)
Spoiler:
The Rabbit Prince
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessings Deck Card 12 (Turn 17 Arueshalae)
Spoiler:
The Dance
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessings Deck Card 13 (Turn 18 Fumbus)
Spoiler:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Deck Card 14 (Turn 19 Kess)
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Deck Card 15 (Turn 20 Lazzero)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 16 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 17 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 18 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 19 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 20 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 21 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 22 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 23 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 24 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 25 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:1 Al:0 Bl:1 ?:2
Barracks(S) Card 1:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Barracks(S) Card 2:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barracks(S) Card 3:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Barracks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 6:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 7:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 8:
Plague Zombie
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.
Graveyard(S) Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Lazzero, Yoon,
Notes: Cultist displayed
Graveyard(S) Card 1:
Plague Zombie
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.
Graveyard(S) Card 2:
Wolf Pack
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Graveyard(S) Card 3:
Scythe
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Graveyard(S) Card 4:
Treacherous Tunnels
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Graveyard(S) Card 5:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Ossuary(S) 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:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Flenta
Ossuary(S) Card 1:
Frost Longbow
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.
Ossuary(S) Card 2:
Plague Zombie
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.
Ossuary(S) Card 3:
Ghoul Bat
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.
Ossuary(S) Card 4:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Ossuary(S) Card 5:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Ossuary(S) Card 6:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ossuary(S) Card 7:
Toxic Cloud
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Abandoned Shacks(S) Card 1:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Abandoned Shacks(S) Card 2:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Abandoned Shacks(S) Card 3:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 5:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Abandoned Shacks(S) Card 6:
Plague Zombie
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.
Abandoned Shacks(S) Card 7:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 8:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Arsenal(S) Card 1:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 2:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 3:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 4:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 5:
Glamered Leather Armor
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.
Arsenal(S) Card 6:
Plague Zombie
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.
Arsenal(S) Card 7:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Arsenal(S) Card 8:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) 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:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
Pits(S) Card 1:
Flanking Attack
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Pits(S) Card 2:
Wand Of Flame
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.
Pits(S) Card 3:
Plague Zombie
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.
Pits(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) Card 5:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits(S) Card 6:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits(S) Card 7:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Pits(S) Card 8:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ruin(S) 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:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Kess
Notes: Plague Zombie displayed
Thunderstorm displayed
Ruin(S) Card 1:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ruin(S) Card 2:
Guardian Door
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.
Ruin(S) Card 3:
Mace
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Ruin(S) Card 4:
Good Omen
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Ruin(S) Card 5:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Ruin(S) Card 6:
Thieves’ Tools
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Located here: Arue
Alley(S) Card 1:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 2:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 3:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 4:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 5:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 6:
Plague Zombie
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.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
6-2A - Of Swords and Plowshares Summary: Arueshalae (Tier 2, 1XP)
Hero Point spent on Power feat. Used: 0 Remaining: 1
Deck Upgrades: Item 2
Notes: Power feat: Hand Size 6. Rally: Boors.
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2B: Spoiled Victuals
Harrow Suit: Stars
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Random Monsters:
Monster 1
Spoiler:
Crocodile
Monster 1
Traits
Animal
Aquatic
Check
Combat
11
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Monster 2
Spoiler:
Dire Badger
Monster 1
Traits
Animal
Check
Combat
11
OR
Perception
Survival
6
Powers
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Monster 3
Spoiler:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 4
Spoiler:
Mercenary
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 5
Spoiler:
Attic Whisperer
Monster 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Random Barriers:
Barrier 1
Spoiler:
Haughty Nobles
Barrier 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Barrier 2
Spoiler:
Concealed Hatch
Barrier 1
Traits
Lock
Check
Strength
5
OR
Disable
3
Powers
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Barrier 3
Spoiler:
Haunt
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.
Barrier 4
Spoiler:
Poison Gas
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 5
Spoiler:
Evil Eye
Barrier 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Random Weapons:
Weapon 1
Spoiler:
Longbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Shortsword
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 3
Spoiler:
Heavy Crossbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Sword Cane
Weapon 0
Traits
Staff
Melee
Bludgeoning
Finesse
Check
Strength
Melee
Stealth
6
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.
Weapon 5
Spoiler:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Confusion
Spell 0
Traits
Magic
Arcane
Divine
Mental
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 2
Spoiler:
Detect Magic
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 3
Spoiler:
Aid
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 4
Spoiler:
Fire Bolt
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 5
Spoiler:
Lightning Bolt
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.
Random Armors:
Armor 1
Spoiler:
Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Brute Force Shield
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
Spoiler:
Magic Mithral Chain Mail
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 4
Spoiler:
Full Plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 5
Spoiler:
Magic Full Plate
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.
Random Items:
Item 1
Spoiler:
Spellbook
Item 0
Traits
Book
Magic
Check
Intelligence
Arcane
4
Powers
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Item 2
Spoiler:
Ring Of Evasion
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 3
Spoiler:
Caltrops
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Item 4
Spoiler:
Elixir Of Healing
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 5
Spoiler:
Tangleburn Bag
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.
Random Allies:
Ally 1
Spoiler:
Guide
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Ally 2
Spoiler:
Snake
Ally 0
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Ally 3
Spoiler:
Bound Homunculus
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Ally 4
Spoiler:
Bat
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Ally 5
Spoiler:
Crow
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Random Blessings:
Blessing 1
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 2
Spoiler:
Gozreh’s Growth
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 3
Spoiler:
The Twin
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 4
Spoiler:
The Demon’s Lantern
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 5
Spoiler:
Desna’s Freedom
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Turn: 1 Kess/redeux
Top of Blessing Discard Pile: Iomedae’s Justice - When this is the hour: On your check against an Outsider card, add 1d4.
Top Blessing:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Lazzero)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 2 (Turn 3 Yoon)
Spoiler:
The Trumpet
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessings Deck Card 3 (Turn 4 Flenta)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 4 (Turn 5 Arueshalae)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 5 (Turn 6 Fumbus)
Spoiler:
The Beating
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you encounter a monster from a location, before acting, another local character summons and encounters it.
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Blessings Deck Card 6 (Turn 7 Kess)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 7 (Turn 8 Lazzero)
Spoiler:
The Cricket
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessings Deck Card 8 (Turn 9 Yoon)
Spoiler:
The Midwife
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessings Deck Card 9 (Turn 10 Flenta)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 10 (Turn 11 Arueshalae)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 11 (Turn 12 Fumbus)
Spoiler:
The Bear
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessings Deck Card 12 (Turn 13 Kess)
Spoiler:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Deck Card 13 (Turn 14 Lazzero)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 14 (Turn 15 Yoon)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 15 (Turn 16 Flenta)
Spoiler:
The Rabbit Prince
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessings Deck Card 16 (Turn 17 Arueshalae)
Spoiler:
The Dance
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
When at least 3 types of boon are played on any check, a character may draw a card.
On another character’s check, discard to bless twice.
Discard to explore.
Blessings Deck Card 17 (Turn 18 Fumbus)
Spoiler:
The Forge
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Deck Card 18 (Turn 19 Kess)
Spoiler:
The Joke
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Deck Card 19 (Turn 20 Lazzero)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 20 (Turn 21 Yoon)
Spoiler:
The Sickness
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessings Deck Card 21 (Turn 22 Flenta)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 22 (Turn 23 Arueshalae)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 23 (Turn 24 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 24 (Turn 25 Kess)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessings Deck Card 25 (Turn 26 Lazzero)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 26 (Turn 27 Yoon)
Spoiler:
Erastil’s Eye
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Deck Card 27 (Turn 28 Flenta)
Spoiler:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Deck Card 28 (Turn 29 Arueshalae)
Spoiler:
The Avalanche
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.
Blessings Deck Card 29 (Turn 30 Fumbus)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Barracks(S) 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:1 Al:0 Bl:1 ?:2
Barracks(S) Card 1:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Barracks(S) Card 2:
Foes On All Sides
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barracks(S) Card 3:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Barracks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Barracks(S) Card 6:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Barracks(S) Card 7:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barracks(S) Card 8:
Plague Zombie
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.
Graveyard(S) Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:2
Graveyard(S) Card 1:
Plaguebearer
Monster 1
Traits
Aberration
Disease
Check
Combat
15
Powers
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Graveyard(S) Card 2:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Graveyard(S) Card 3:
Termite Swarm
Monster 1
Traits
Vermin
Swarm
Trigger
Check
Combat
10
OR
Constitution
Fortitude
6
Powers
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Graveyard(S) Card 4:
Plague Zombie
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.
Graveyard(S) Card 5:
Wolf Pack
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Graveyard(S) Card 6:
Scythe
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Graveyard(S) Card 7:
Treacherous Tunnels
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Graveyard(S) Card 8:
Mithral Chain Shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Ossuary(S) 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:2 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
Ossuary(S) Card 1:
Cave Bear
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Ossuary(S) Card 2:
Frost Longbow
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.
Ossuary(S) Card 3:
Plague Zombie
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.
Ossuary(S) Card 4:
Ghoul Bat
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.
Ossuary(S) Card 5:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Ossuary(S) Card 6:
Pit Trap
Barrier 0
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
6
OR
Wisdom
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Ossuary(S) Card 7:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ossuary(S) Card 8:
Toxic Cloud
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Abandoned Shacks(S) Traits: Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Abandoned Shacks(S) Card 1:
Guardian Zombie
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Abandoned Shacks(S) Card 2:
Glorious Warhammer
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Abandoned Shacks(S) Card 3:
Gray Maiden Footsoldier
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.
Abandoned Shacks(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Abandoned Shacks(S) Card 5:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Abandoned Shacks(S) Card 6:
Plague Zombie
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.
Abandoned Shacks(S) Card 7:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Abandoned Shacks(S) Card 8:
Ambush
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Arsenal(S) Traits: Underground, Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Arsenal(S) Card 1:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Arsenal(S) Card 2:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Arsenal(S) Card 3:
Scimitar
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Arsenal(S) Card 4:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Arsenal(S) Card 5:
Glamered Leather Armor
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.
Arsenal(S) Card 6:
Plague Zombie
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.
Arsenal(S) Card 7:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Arsenal(S) Card 8:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) 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:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
Pits(S) Card 1:
Flanking Attack
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Pits(S) Card 2:
Wand Of Flame
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.
Pits(S) Card 3:
Plague Zombie
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.
Pits(S) Card 4:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Pits(S) Card 5:
Seeking Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits(S) Card 6:
Secret Stockpile
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits(S) Card 7:
Bloodscent
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Pits(S) Card 8:
Standard Bearer
Ally 1
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
6
Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Ruin(S) 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:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
Ruin(S) Card 1:
Plague Zombie
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.
Ruin(S) Card 2:
Thunderstorm
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.
Ruin(S) Card 3:
Cultist
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Ruin(S) Card 4:
Guardian Door
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.
Ruin(S) Card 5:
Mace
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Ruin(S) Card 6:
Good Omen
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Ruin(S) Card 7:
Deadfall Scorpion
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Ruin(S) Card 8:
Thieves’ Tools
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Alley(S) Traits: Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
Alley(S) Card 1:
Lady Andaisin
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Alley(S) Card 2:
Locate Object
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Alley(S) Card 3:
Wounded Wanderer
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Alley(S) Card 4:
Goblin Troublemaker
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Alley(S) Card 5:
Merchant
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Alley(S) Card 6:
Plague Zombie
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.
Alley(S) Card 7:
Horse
Ally 0
Traits
Animal
Mount
Check
Wisdom
Charisma
Survival
3
Powers
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Alley(S) Card 8:
Circlet Of Mental Acuity
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Boors
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.
Base Card 2:
Ketrik
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
Base Card 3:
Moise
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.
Base Card 4:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 5:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
6-2B: Spoiled Victuals Dozens of shambling zombie warriors have begun throwing themselves against the walls of Boursonne. The man and woman whose grim feast you witnessed, guarded by several undead, take up places behind the line. They are servants of Urgathoa, in league with the undead. Ketrik claps you on the shoulder. “If we move now, we might be able to get to them before their army can get to us. I don’t know how much longer the gate will hold.”
You creep down toward Boursonne as the fighting intensifies. Arrows sail through the air and into the fetid mass. You and the guards make your way down the embankment. Suddenly, Moise loses his footing and tumbles headlong into the wet mud and stone, his armor clattering loudly as he rolls to the bottom. You stand ready to draw, but nothing seems to have noticed you. Yet.
A great, splintering CRACK fills the air as the gate heaves inward under the weight of the assault. The remaining cultists and shamblers move quickly to support their push inside. You run to catch the leaders before they are lost in the amassing crowd. Panicked villagers on the walls begin firing arrows blindly into the horde. Several shafts fall near you as you close the distance. As Ketrik and other guards crash into the mass of cultists and undead, the priestess and her lieutenant turn to face you.
Their robes are stained with blood, wine, fat, and mildew. The man wields a crooked dagger in one hand and a sheep’s leg as a staff in the other. Vile smoke pours from his hand.
The woman holds a corroded scythe, its blade decorated with the skull-and-moth symbol of the foul goddess Urgathoa. At the pair’s feet, the mud steams and wriggles with beetle larvae and maggots. She plucks a rotting apple from the ground and takes a large squelching bite. “Look, brother! The Pallid Princess has given us a gift!” She addresses you: “Come, dinner! Your flanks will char nicely.”
LOCATIONS:
1 Base
1 Barracks
1 Graveyard
1 Ossuary
2 Abandoned Shacks
3 Arsenal
4 Pits
5 Ruin
6 Ally
SETUP:
When building locations, use small locations. After preparing the story banes, shuffle a closing henchman Plague Zombie-Proxy B into each location.
STORY BANES:
Danger: Zombie Minions
Villain: Lady Andaisin
Closing Henchmen: Cultists-Proxy A
DURING THIS SCENARIO:
When you defeat a Cultist or a Plague Zombie, if a proxy is not displayed at your location, you may not attempt to close your location; instead, display the Cultist or Plague Zombie Proxy next to its location.
DEVELOPMENT: The remaining miles are difficult, but at least they are free from bandits. You arrive late at night, five days after you left Vellumis. Boursonne lies in a small valley of plains and green pastures now trampled to mud. A horde of undead surrounds the settlement’s wooden palisades.
While searching for a campsite, you happen upon a group of three guards from Boursonne sharing a meager feast of gathered vegetables among the rocks. They explain that they were caught outside of the settlement when the undead struck. They introduce themselves—Ketrik, Boors, and Moise—and offer you a seat by their fire. You share a meal with them; in turn, they agree to work with you to break the siege.
Looking down on Boursonne, you see two grey-robed figures sitting on a black sheet between two tents at the rear of the undead lines. Clearly not undead, they gorge on heaps of food and large pots of wine. Their songs of prayer to Urgathoa, goddess of gluttony and undeath, blend hideously with the groans of the undead hordes. You look forward to showing them exactly what you think of their revelry.
SCENARIO REWARD:
Each character gets a hero point.
Rally the supporter Ketrik, Boors, or Moise.
Ketrik:
Ketrik
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
Boors:
Boors
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.
Moise:
Moise
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:
Spell 0 Candlelight
Spell 1 Good Omen
Armor 2 Mithral Chain Shirt
Item 2 Plaguebringer’s Mask
Ally 1 Clockwork Servant
Ally 1 Gentleman Explorer
Blessing 1 Abadar’s Law
During This Adventure:6-2: Urgathoa's Persistent Shadow Story Banes | Loot
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2A: Of Swords and Plowshares
Harrow Suit: Hammers
SETUP:
Display the Bandit Leader story bane next to the scenario. Characters start at the Thicket.
STORY BANES:
Danger: Each time you encounter the danger, randomly choose a new Natural story bane.
Villain: Bandit Leader
Closing Henchmen: Bandit-Proxy A
DURING THIS SCENARIO:
Treat the story banes Bandit and Bandit Leader as if they check to defeat also lists "OR Charisma Diplomacy 9."
When the Bandit is defeated with a combat check, mark the Bandit Leader with a bandit marker. The difficulty of checks to defeat the Bandit Leader is increased by its number of bandit markers (maximum equal to the number of characters).
When the Bandit is defeated without a combat check, you may bury a boon to summon and encounter a non-Animal ally then remove a bandit marker from the Bandit Leader.
Powers
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Monster 2
Spoiler:
Strangler
Monster 1
Traits
Aberration
Check
Combat
10
Powers
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Monster 3
Spoiler:
Evoker
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 4
Spoiler:
Will-o’-wisp
Monster 2
Traits
Aberration
Electricity
Check
Combat
13
Powers
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Monster 5
Spoiler:
Giant Fly
Monster 1
Traits
Vermin
Check
Combat
10
Powers
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Random Barriers:
Barrier 1
Spoiler:
Ill Tidings
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Barrier 2
Spoiler:
Death’s Breath Door
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 3
Spoiler:
Trapped Chest
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Barrier 4
Spoiler:
Poison Gas
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 5
Spoiler:
Mob Of Undead
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Random Weapons:
Weapon 1
Spoiler:
Venomous Hand Crossbow
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.
Weapon 2
Spoiler:
Giantbane Greataxe
Weapon 1
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Spoiler:
Bolas
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 4
Spoiler:
Quarterstaff Of Vaulting
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Random Spells:
Spell 1
Spoiler:
Embiggen
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 2
Spoiler:
Fly
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 3
Spoiler:
Phantasmal Minion
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 4
Spoiler:
Twisted Space
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 5
Spoiler:
Fiery Glare
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
7
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Spoiler:
Heavy Shield
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
4
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Spoiler:
Magic Mithral Chain Mail
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 4
Spoiler:
Magic Hide Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 5
Spoiler:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Random Items:
Item 1
Spoiler:
Bastion Boots
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Item 2
Spoiler:
Gem Of Mental Acuity
Item 1
Traits
Object
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Item 3
Spoiler:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Item 4
Spoiler:
Crowbar
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 5
Spoiler:
Horn Of Blasting
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.
Random Allies:
Ally 1
Spoiler:
Gentleman Explorer
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Ally 2
Spoiler:
Pit Gladiator
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 3
Spoiler:
Korvosan Guard
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Ally 4
Spoiler:
Craftsman
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Ally 5
Spoiler:
Frog
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Random Blessings:
Blessing 1
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 2
Spoiler:
Gozreh’s Growth
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 3
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 4
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 5
Spoiler:
Norgorber’s Shadow
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.
Turn: 21 Fumbus/Redelia
Top of Blessing Discard Pile: The Cyclone - When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
Top Blessing:
The Cyclone
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Survival
4+#
Powers
WHEN THIS IS THE HOUR
The difficulty of your non-combat check against a bane is increased by 3.
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Blessings Remaining: 8
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 22 Kess)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 2 (Turn 23 Lazzero)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 3 (Turn 24 Yoon)
Spoiler:
Urgathoa’s Gluttony
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessings Deck Card 4 (Turn 25 Flenta)
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessings Deck Card 5 (Turn 26 Arueshalae)
Spoiler:
The Paladin
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessings Deck Card 6 (Turn 27 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 7 (Turn 28 Kess)
Spoiler:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Deck Card 8 (Turn 29 Lazzero)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Glade At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ravine 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
Thicket 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
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:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Kess, Lazzero, Flenta,
Ruin Card 1:
Azer
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Ruin Card 2:
Werewolf
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Ruin Card 3:
Bandit
Story Bane Monster 0
Traits
Human
Bandit
Veteran
Check
Combat
9+##
OR
Banish A Random Boon
Powers
Before acting, recharge a card.
If undefeated or evaded, bury the bottom card of your deck.
Ruin Card 4:
Cruel Longsword
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Forest At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Swamp Traits: Aquatic, Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Yoon,
Notes: Brawl
Swamp Card 1:
Plaguebearer
Monster 1
Traits
Aberration
Disease
Check
Combat
15
Powers
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Swamp Card 2:
Bandit
Story Bane Monster 0
Traits
Human
Bandit
Veteran
Check
Combat
9+##
OR
Banish A Random Boon
Powers
Before acting, recharge a card.
If undefeated or evaded, bury the bottom card of your deck.
Swamp Card 3:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Swamp Card 4:
False Life
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Display. While displayed:
• When you suffer damage, you may banish to reduce it by 5.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Swamp Card 5:
Mad Prophet
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Swamp Card 6:
Demonling
Monster 1
Traits
Outsider
Demon
Check
Combat
8
OR
Arcane
Knowledge
6
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Swamp Card 7:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Swamp Card 8:
Brawl
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Swamp Card 9:
Vampire Spawn
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
River 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
Trail Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Fumbus, Arue,
Trail Card 1:
Bandit Leader
Story Bane Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
10+##
Powers
Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
If undefeated, bury the top and bottom cards of your deck.
Trail Card 2:
Soldier
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Trail Card 3:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Trail Card 4:
Harpy
Monster 2
Traits
Harpy
Check
Combat
10
Powers
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Trail Card 5:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Trail Card 6:
Spiked Volley
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
9
Powers
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Trail Card 7:
Door Spike
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Trail Card 8:
Swamp Ooze
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Trail Card 9:
Gargoyle
Monster 2
Traits
Gargoyle
Check
Combat
15
Powers
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 2:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
During This Adventure:6-2: Urgathoa's Persistent Shadow Story Banes | Loot
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.
During This Scenario:6-2A: Of Swords and Plowshares
Harrow Suit: Hammers
SETUP:
Display the Bandit Leader story bane next to the scenario. Characters start at the Thicket.
STORY BANES:
Danger: Each time you encounter the danger, randomly choose a new Natural story bane.
Villain: Bandit Leader
Closing Henchmen: Bandit-Proxy A
DURING THIS SCENARIO:
Treat the story banes Bandit and Bandit Leader as if they check to defeat also lists "OR Charisma Diplomacy 9."
When the Bandit is defeated with a combat check, mark the Bandit Leader with a bandit marker. The difficulty of checks to defeat the Bandit Leader is increased by its number of bandit markers (maximum equal to the number of characters).
When the Bandit is defeated without a combat check, you may bury a boon to summon and encounter a non-Animal ally then remove a bandit marker from the Bandit Leader.
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Monster 2
Spoiler:
Unseen Sentinel
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 3
Spoiler:
Dire Rat
Monster 0
Traits
Animal
Check
Combat
9
OR
Survival
6
Powers
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Monster 4
Spoiler:
Quivering Cube
Monster 2
Traits
Ooze
Obstacle
Check
Combat
12
OR
Craft
9
Powers
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Monster 5
Spoiler:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Random Barriers:
Barrier 1
Spoiler:
Treacherous Tunnels
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Barrier 2
Spoiler:
Labyrinth
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 3
Spoiler:
Shrieky Plant
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Barrier 4
Spoiler:
Phantasmal Apparition
Barrier 1
Traits
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Barrier 5
Spoiler:
Evil Eye
Barrier 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Random Weapons:
Weapon 1
Spoiler:
Earthbreaker
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Spoiler:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
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 4
Spoiler:
Scythe
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Spoiler:
Giantbane Greataxe
Weapon 1
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Heat Metal
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
Spoiler:
Phantasmal Minion
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 3
Spoiler:
Lightning Touch
Spell 0
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 4
Spoiler:
Frozen Touch
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 5
Spoiler:
Divine Insight
Spell 0
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Armor Of Insults
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 2
Spoiler:
Magic Spiked Breastplate
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 3
Spoiler:
Magic Mithral Chain Mail
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 4
Spoiler:
Magic Full Plate
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 5
Spoiler:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Random Items:
Item 1
Spoiler:
Compass
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Item 2
Spoiler:
Thieves’ Tools
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Item 3
Spoiler:
Elixir Of Love
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Item 4
Spoiler:
Banner Of The Ancient Kings
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Item 5
Spoiler:
Horn Of Battle Clarity
Item 0
Traits
Instrument
Magic
Check
Charisma
Melee
Ranged
6
Powers
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Random Allies:
Ally 1
Spoiler:
Pig
Ally 0
Traits
Animal
Check
Wisdom
Survival
3
Powers
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Ally 2
Spoiler:
Burglar
Ally 0
Traits
Trigger
Human
Rogue
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Ally 3
Spoiler:
Sergeant-at-arms
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.
Ally 4
Spoiler:
Frog
Ally 0
Traits
Animal
Check
Wisdom
Fortitude
Survival
4
Powers
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Ally 5
Spoiler:
Harrower
Ally 0
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
4
OR
Knowledge
5
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Random Blessings:
Blessing 1
Spoiler:
The Foreign Trader
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 2
Spoiler:
Torag’s Power
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 3
Spoiler:
The Rabbit Prince
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 4
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 5
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 20 Arueshalae/Merisal The Risen
Top of Blessing Discard Pile: Iomedae’s Justice - When this is the hour: On your check against an Outsider card, add 1d4.
Top Blessing:
Iomedae’s Justice
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessings Remaining: 9
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 21 Fumbus)
Spoiler:
The Cyclone
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Survival
4+#
Powers
WHEN THIS IS THE HOUR
The difficulty of your non-combat check against a bane is increased by 3.
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Blessings Deck Card 2 (Turn 22 Kess)
Spoiler:
Gorum’s Iron
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessings Deck Card 3 (Turn 23 Lazzero)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 4 (Turn 24 Yoon)
Spoiler:
Urgathoa’s Gluttony
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessings Deck Card 5 (Turn 25 Flenta)
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessings Deck Card 6 (Turn 26 Arueshalae)
Spoiler:
The Paladin
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessings Deck Card 7 (Turn 27 Fumbus)
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessings Deck Card 8 (Turn 28 Kess)
Spoiler:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Deck Card 9 (Turn 29 Lazzero)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Glade At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Ravine At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Located here: Arue,
Thicket 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
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:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Kess, Lazzero, Flenta,
Ruin Card 1:
Azer
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Ruin Card 2:
Werewolf
Monster 1
Traits
Lycanthrope
Check
Combat
11
OR
Knowledge
7
Powers
If the hour’s level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Ruin Card 3:
Bandit
Story Bane Monster 0
Traits
Human
Bandit
Veteran
Check
Combat
9+##
OR
Banish A Random Boon
Powers
Before acting, recharge a card.
If undefeated or evaded, bury the bottom card of your deck.
Ruin Card 4:
Cruel Longsword
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Forest At This Location:
To Close or To Guard: When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed Notes:
Swamp Traits: Aquatic, Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Yoon,
Notes: Brawl
Swamp Card 1:
Plaguebearer
Monster 1
Traits
Aberration
Disease
Check
Combat
15
Powers
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Swamp Card 2:
Bandit
Story Bane Monster 0
Traits
Human
Bandit
Veteran
Check
Combat
9+##
OR
Banish A Random Boon
Powers
Before acting, recharge a card.
If undefeated or evaded, bury the bottom card of your deck.
Swamp Card 3:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Swamp Card 4:
False Life
Spell 0
Traits
Magic
Arcane
Check
Intelligence
Arcane
4
Powers
Display. While displayed:
• When you suffer damage, you may banish to reduce it by 5.
• At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Swamp Card 5:
Mad Prophet
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Swamp Card 6:
Demonling
Monster 1
Traits
Outsider
Demon
Check
Combat
8
OR
Arcane
Knowledge
6
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Swamp Card 7:
The Rakshasa
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Swamp Card 8:
Brawl
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Swamp Card 9:
Vampire Spawn
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
River 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
Trail Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Fumbus,
Trail Card 1:
Spiked Gauntlet
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Trail Card 2:
Bandit Leader
Story Bane Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
10+##
Powers
Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
If undefeated, bury the top and bottom cards of your deck.
Trail Card 3:
Soldier
Ally 0
Traits
Human
Soldier
Check
Charisma
Diplomacy
Melee
4
Powers
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Trail Card 4:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Trail Card 5:
Harpy
Monster 2
Traits
Harpy
Check
Combat
10
Powers
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Trail Card 6:
Vampiric Mist
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Trail Card 7:
Spiked Volley
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
9
Powers
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Trail Card 8:
Door Spike
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Trail Card 9:
Swamp Ooze
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Trail Card 10:
Gargoyle
Monster 2
Traits
Gargoyle
Check
Combat
15
Powers
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Base Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Base Card 1:
Pathfinder Bodyguard
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Base Card 2:
Pathfinder Chronicler
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
During This Adventure:Adventure 1: Attack of the Twice-Born
At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
Loot | Story Banes | Scouges
During This Scenario:7-1B: Easy on the Merchandise
Harrow Suit: Stars
STORY BANES:
Danger: Each time you encounter the danger, randomly choose a new barrier.
Villain: None
Closing Henchmen: Animated Object, Clockwork Guardian, Mysterious Relics-Proxy A
SETUP:
Add the Onslaughts wildcard Desperate.
Build a number of the the location Storehouse equal to the number of characters.
When preparing story banes, shuffle the story bane villain Bloatmage into a Storehouse.
DURING THIS SCENARIO:
When you attempt to close or guard a location, recharge 1d4 cards.
To win, defeat and corner the Bloatmage.
Desperate: When you encounter a boon and do not acquire it, discard a card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Random Monsters:
Monster 1
Spoiler:
Termite Swarm
Monster 1
Traits
Vermin
Swarm
Trigger
Check
Combat
10
OR
Constitution
Fortitude
6
Powers
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Monster 2
Spoiler:
Dire Boar
Monster 1
Traits
Animal
Check
Combat
10
THEN
Combat
11
Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Monster 3
Spoiler:
Shadow
Monster 1
Traits
Undead
Shadow
Incorporeal
Check
Combat
13
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Monster 4
Spoiler:
Accursed Priest
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Monster 5
Spoiler:
Traitor
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Random Barriers:
Barrier 1
Spoiler:
Dissident Guard
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Barrier 2
Spoiler:
Symbol Of Sleep
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Barrier 3
Spoiler:
Razor Snare
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Barrier 4
Spoiler:
Drowning Mud
Barrier 1
Traits
Obstacle
Check
Strength
Survival
6
OR
Constitution
Fortitude
8
Powers
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Barrier 5
Spoiler:
Door Spike
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Random Weapons:
Weapon 1
Spoiler:
Snakebite Dagger
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.
Weapon 2
Spoiler:
Light Crossbow
Weapon 0
Traits
Bow
Ranged
Piercing
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Weapon 3
Spoiler:
Cold Iron Greatsword
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Spoiler:
Throwing Axe
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Weapon 5
Spoiler:
Elven Curve Blade
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Random Spells:
Spell 1
Spoiler:
Enhance
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 2
Spoiler:
Remove Disease
Spell 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 3
Spoiler:
Knock
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 4
Spoiler:
Fiery Glare
Spell 0
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
7
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Spell 5
Spoiler:
Revitalize
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Random Armors:
Armor 1
Spoiler:
Quilted Cloth Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 1.
• When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Spoiler:
Studded Leather Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 3
Spoiler:
Chain Shirt
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Spoiler:
Magic Chain Mail
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 5
Spoiler:
Covering Heavy Shield
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Random Items:
Item 1
Spoiler:
Compass
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Item 2
Spoiler:
Acid Flask
Item 0
Traits
Liquid
Alchemical
Attack
Acid
Check
Intelligence
Craft
4
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Item 3
Spoiler:
Magnifying Glass
Item 0
Traits
Tool
Check
Intelligence
Disable
Perception
4
Powers
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Item 4
Spoiler:
Elixir Of Love
Item 0
Traits
Liquid
Alchemical
Mental
Check
Intelligence
Craft
6
Powers
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Item 5
Spoiler:
Elixir Of Energy Resistance
Item 0
Traits
Liquid
Alchemical
Check
Intelligence
Craft
5
Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Random Allies:
Ally 1
Spoiler:
Fox
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Ally 2
Spoiler:
Leech
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Ally 3
Spoiler:
Lookout
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 4
Spoiler:
Acadamae Student
Ally 0
Traits
Human
Wizard
Check
Intelligence
Arcane
3
OR
Charisma
Diplomacy
6
Powers
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Ally 5
Spoiler:
Korvosan Dandy
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Random Blessings:
Blessing 1
Spoiler:
Irori’s Mastery
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 2
Spoiler:
The Liar
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 3
Spoiler:
The Mute Hag
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a spell.
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Blessing 4
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 5
Spoiler:
The Rabbit Prince
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.
Turn: 1 Varian/MorkXII
Top of Blessing Discard Pile: The Snakebite - When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
Top Blessing:
The Snakebite
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Valeros)
Spoiler:
The Inquisitor
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessings Deck Card 2 (Turn 3 Zelhara)
Spoiler:
The Waxworks
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessings Deck Card 3 (Turn 4 Amaryllis)
Spoiler:
Prayer
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 4 (Turn 5 Varian)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 5 (Turn 6 Valeros)
Spoiler:
Benefaction
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 6 (Turn 7 Zelhara)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 7 (Turn 8 Amaryllis)
Spoiler:
The Publican
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard an ally, recharge it instead.
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Blessings Deck Card 8 (Turn 9 Varian)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 9 (Turn 10 Valeros)
Spoiler:
The Trumpet
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessings Deck Card 10 (Turn 11 Zelhara)
Spoiler:
The Peacock
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessings Deck Card 11 (Turn 12 Amaryllis)
Spoiler:
The Survivor
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessings Deck Card 12 (Turn 13 Varian)
Spoiler:
Abadar’s Law
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessings Deck Card 13 (Turn 14 Valeros)
Spoiler:
Orison
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Deck Card 14 (Turn 15 Zelhara)
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessings Deck Card 15 (Turn 16 Amaryllis)
Spoiler:
Sarenrae’s Light
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Deck Card 16 (Turn 17 Varian)
Spoiler:
Sands Of The Hour
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Deck Card 17 (Turn 18 Valeros)
Spoiler:
Torag’s Power
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessings Deck Card 18 (Turn 19 Zelhara)
Spoiler:
Incitation
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessings Deck Card 19 (Turn 20 Amaryllis)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 20 (Turn 21 Varian)
Spoiler:
Cayden Cailean’s Revelry
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessings Deck Card 21 (Turn 22 Valeros)
Spoiler:
The Avalanche
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.
Blessings Deck Card 22 (Turn 23 Zelhara)
Spoiler:
The Desert
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessings Deck Card 23 (Turn 24 Amaryllis)
Spoiler:
The Midwife
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessings Deck Card 24 (Turn 25 Varian)
Spoiler:
The Demon’s Lantern
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessings Deck Card 25 (Turn 26 Valeros)
Spoiler:
Shelyn’s Song
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessings Deck Card 26 (Turn 27 Zelhara)
Spoiler:
Nethys’s Duality
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Deck Card 27 (Turn 28 Amaryllis)
Spoiler:
Pharasma’s Knowing
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessings Deck Card 28 (Turn 29 Varian)
Spoiler:
Calistria’s Sting
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Deck Card 29 (Turn 30 Valeros)
Spoiler:
The Idiot
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Laboratory Traits: Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
Laboratory Card 1:
Flanking Attack
Barrier 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Laboratory Card 2:
Sczarni Thief
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.
Laboratory Card 3:
Card Caster
Ally 0
Traits
Human
Magus
Harrow
Check
Intelligence
Knowledge
5
OR
Charisma
Diplomacy
7
Powers
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Laboratory Card 4:
Levitate
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
5
OR
Wisdom
Divine
6
Powers
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Laboratory Card 5:
Animated Object
Story Bane Monster 1
Traits
Construct
Veteran
Check
Combat
12+##
OR
Arcane
7+#
Powers
A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor 2. Spell 4. Item
Laboratory Card 6:
Caltrops
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
Laboratory Card 7:
Frozen Touch
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.
Laboratory Card 8:
Shrieky Plant
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Laboratory Card 9:
Sage’s Journal
Item 0
Traits
Book
Check
Intelligence
Knowledge
6
Powers
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Laboratory Card 10:
Spider Swarm
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Repository Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Repository Card 1:
Yeth Hound
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Repository Card 2:
Deflect
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
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.
Repository Card 4:
Codex
Item 0
Traits
Book
Check
Intelligence
Knowledge
5
Powers
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Repository Card 5:
Concealed Hatch
Barrier 1
Traits
Lock
Check
Strength
5
OR
Disable
3
Powers
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Repository Card 6:
Clockwork Guardian
Story Bane Monster 1
Traits
Construct
Veteran
Check
Combat
13+##
OR
Arcane
Knowledge
7+#
Powers
Immune to Mental and Poison.
Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.
Repository Card 7:
Ill Tidings
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Repository Card 8:
Quarterstaff
Weapon 0
Traits
Staff
Melee
Bludgeoning
2-handed
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Repository Card 9:
Tower Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Repository Card 10:
Mist Horn
Item 1
Traits
Instrument
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display next to a location. While displayed:
• When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
• At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Storehouse Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:2
Notes: Bloatmage (villain)
Storehouse Card 1:
Poison Gas
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Storehouse Card 2:
Magic Chain Shirt
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Storehouse Card 3:
Mysterious Relic
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Storehouse Card 4:
Plague Mask
Item 0
Traits
Accessory
Check
Intelligence
Craft
4
Powers
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Storehouse Card 5:
Cave Lizard
Monster 0
Traits
Animal
Check
Combat
13
OR
Perception
6
Powers
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Storehouse Card 6:
Longbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 7:
Bloatmage
Story Bane Monster 0
Traits
Human
Wizard
Veteran
Check
Combat
6+##
OR
Arcane
3+#
THEN
Combat
9+##
OR
Arcane
5+#
Powers
Resistant to Melee. Vulnerable to Poison.
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Storehouse Card 8:
Boggart
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Storehouse Card 9:
Shortbow
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
Stealth
5
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character’s combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 10:
Spiked Breastplate
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Storehouse Card 11:
Sacred Candle
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
Storehouse 2 Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Storehouse 2 Card 1:
Staff Of Minor Healing
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Storehouse 2 Card 2:
Warhammer
Weapon 0
Traits
Hammer
Melee
Bludgeoning
Check
Strength
Melee
6
Powers
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Storehouse 2 Card 3:
Elixir Of Healing
Item 0
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
4
Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Storehouse 2 Card 4:
Flaming Shortbow
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse 2 Card 5:
Guard Dog
Monster 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Storehouse 2 Card 6:
Trapped Chest
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Storehouse 2 Card 7:
Sneak
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Storehouse 2 Card 8:
Mysterious Relic
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Storehouse 2 Card 9:
Klar
Armor 0
Traits
Shield
Offhand
Check
Constitution
Fortitude
Melee
Survival
5
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse 2 Card 10:
Magic Hide Armor
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Storehouse 3 Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Storehouse 3 Card 1:
Allying Dart
Weapon 1
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character’s combat check, freely reload to add 1d4+1.
Storehouse 3 Card 2:
Hide Armor
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
Survival
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Storehouse 3 Card 3:
Thieves’ Tools
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Storehouse 3 Card 4:
Magic Spiked Breastplate
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Storehouse 3 Card 5:
Swamp Ooze
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Storehouse 3 Card 6:
Zombie
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.
Storehouse 3 Card 7:
Mysterious Relic
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Storehouse 3 Card 8:
Evil Eye
Barrier 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Storehouse 3 Card 9:
Boots Of Friendly Terrain
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Storehouse 3 Card 10:
Deathbane Light Crossbow
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Storehouse 4 Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Storehouse 4 Card 1:
Dogslicer
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Storehouse 4 Card 2:
Bastion Boots
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Storehouse 4 Card 3:
Burning Tar
Barrier 0
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Acrobatics
6+#
OR
Constitution
Craft
Fortitude
7+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Storehouse 4 Card 4:
Demonling
Monster 1
Traits
Outsider
Demon
Check
Combat
8
OR
Arcane
Knowledge
6
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Storehouse 4 Card 5:
Archer’s Kite Shield
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse 4 Card 6:
Full Plate
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Storehouse 4 Card 7:
Shortsword
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Check
Strength
Stealth
Melee
4
Powers
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Storehouse 4 Card 8:
Mysterious Relic
Story Bane Barrier 1
Traits
Task
Veteran
Check
Intelligence
Knowledge
4+#
OR
Perception
6+#
Powers
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Storehouse 4 Card 9:
Wand Of Acid Burst
Item 1
Traits
Wand
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
6
Powers
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Storehouse 4 Card 10:
Strangler
Monster 1
Traits
Aberration
Check
Combat
10
Powers
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
7-1B: Easy on the Merchandise The card Tavar gave you sends you to the storefront of the Urgathoan priest Horus Ilaktya. The Pathfinder Society has worked with him before. While that idea is odd on its face, the oddity seems a bit paler after your introduction to Kaer Maga. After a long journey from the Warren, you emerge into Ankar-Te, its streets bustling with undead servants carrying goods to and fro, and signs for businesses draped everywhere. Thick clouds of incense smoke mostly cover the odor of decay.
The handsome storefront of Last Rites is not difficult to find. The interior is well appointed, if a bit macabre. Examples of the shop’s work stand around the large show floor. Humanoid zombies lift crates over their heads, while various pack animals stand untempted beside fresh grain. A half-decayed mule, its chest cavity mostly replaced with a cunningly carved set of drawers, brays hoarsely as you approach. A gaunt face appears from beneath a long, ebony workbench beside you.
“Hello, friends. I see—” Horus stops midgreeting and spies the damaged amulet. He frowns deeply and asks how you came into possession of the object. You describe your encounter in the Warren as he reaches out a thin hand to inspect the amulet. “Poor Greely. I had hoped to keep these malfunctions quiet, but they’re becoming more frequent.” Horus indicates a stack of angry notes on the workbench.
“At this rate, word may even reach the Pharasmins. As to the nature of these issues, I have a theory, though in order to test it, I need your assistance. Another victim of this... abnormality... is a dear customer of mine. His servants destroyed some very precious supplies at a time when he needed them most. He is just beyond that door in my studio and I cannot work while he is still there. Kindly use that bravado so typical of the Society and ‘calm’ him for me?”
Horus unlocks a heavy door and ushers you through into a large, necromantic workspace. Opposite the doorway, a massive bloatmage turns, eyes red and enraged. Blood seeps from fresh lesions as his gaze falls on you. The steel door is closed and locked behind you.
Varian (Tier 1, 1XP)
Hero Point spent on Power feat. Used: 0 Remaining: 0
Deck Upgrades: Spell 1, Ally 1
Notes: Power feat: [X] At the start of your turn, you may draw up to # cards, then recharge that number of cards.