[ACG] [CaG II] Sanctioned Curse of the Crimson Throne by Yewstance

Game Master Yewstance

PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

Turn Order:
1 - Heggal/kuey (#1004)
2 - Aric/AAUGHWHY (#1004)
3 - Ukuja/Bigguyinblack (#1011)
4 - Varian/Zalarian

Standard Supporter & Base Rules:
Supporters are a new type of support card representing helpful citizens of Korvosa and its environs; unlike allies or cohorts, they will not adventure with you. The Base is a special location used in many scenarios; it represents a safe place where characters can seek help from supporters.

You start the Adventure Path with no supporters. When a reward lets you rally a supporter, check it off on the Rallied Supporters card on the back of the Base. If you are required to uncheck a supporter, it no longer counts as rallied.

When a scenario lists the Base, set it out with the other locations as usual. When you build the locations, shuffle all of your rallied supporters into the Base; do not add story banes to it. The Base cannot be closed while it has cards in it, and can never have cards in it other than supporters. Characters may start at the Base and can move to and from it normally.

The Base counts as a location only for exploring, examining, and moving; it does not count as a location when counting locations or determining if villains can escape to it. If all other locations are closed, or the Base has neither cards in it nor characters at it, the Base closes automatically. (A simplified version of these rules appears on the Base as a reminder; these are the complete rules.)

You may play supporters from your hand only while you are at the Base. Once displayed next to your character, you may use their powers regardless of your location. If you move from the Base, shuffle any supporters in your hand into the Base. At the end of each scenario, return all supporters to the vault.

Each supporter has a feat similar to a character’s power feat. If a reward gives the party a supporter feat, check a box on a rallied supporter to gain access to that power. If the feat specifies a supporter, check it off on that supporter.

PACS/Sanctioned Supporter Rule Changes:
Each character has their own Rallied Supporters list. When the party rallies or unchecks a supporter or gains a supporter feat, each character does so on their own list. (When there is a choice, 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.


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deck handler

Out of Turn:
On Quinn's turn, recharge Blessing of the Samurai 3

"

Heggal wrote:

Hand: Portable Ram, Standard Bearer, Sage, The Crows,

Displayed: Banner, Kikko Armor,
Deck: 11 Discard: 4 Buried: 0
Current Location: #7: Oubliette
Hero Points: 0
XP: 3
Reroll: Yes
NOTES:
Available Support: Banner: Is displayed. Everyone gets +1 to combat until until someone fails to defeat a bane.
Portable Ram: Display if anyone at location encounters a Lock, Obstacle, or Trap barrier for +1 to all such checks, until some fails to defeat bane.
Holler if you need healing.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Archer's Kite Shield, Lookout, Katana +1, Heavy Wooden Shield, Sands of the Hour, Judgement Light, Cat-o'-Nine-Tails, Blessing of the Samurai
Recharged: Inflict, Fireblade, Blessing of the Samurai 3,
Discard Pile: Guide, Retainer, Blessing of the Samurai 2, Quarterstaff of Vaulting,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1) to your check.

"


Deck Handler

Hour Power: When a character moves on their turn, each other local character may move with them

Exploring Graveyard

1d4 4 being Giant fly: 1d4 ⇒ 3

Card #3 is Henchman Proxy A3

Derro:
Derro
Story Bane Monster 1

Traits
Dwarf
Rogue

Check
Combat
10

Powers
Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or discard a random card.
If undefeated, suffer the scourge Dazed.

BYA fort 4 check: 1d8 + 1 ⇒ (5) + 1 = 6

Combat 10, using hand crossbow and blessing of the gobs: 2d10 + 3 + 1d6 + 1 ⇒ (1, 6) + 3 + (1) + 1 = 12

Two ones. Jeez. Still won tho.

Attempting to close location.

Zombie Minions:
Zombie Minions
Story Bane Monster 1

Traits
Undead
Zombie
Veteran

Check
Combat
9
THEN
Combat
11+#

Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.

Combat 9: 1d10 + 3 + 1d6 + 1 ⇒ (8) + 3 + (1) + 1 = 13

Combat 12: 1d10 + 3 + 1d6 + 1 ⇒ (10) + 3 + (1) + 1 = 15

Location closed! I'll go to the Crypt

Reta Bigbad wrote:

Hand: Xoff, Force Shortbow +1, Blowgun, Blood Periapt, Hand Crossbow (1),

Displayed: Gambeson, Armored Coat*,
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ] +3
Dexterity d10 [x] +1 [ ] + 2 [ ] + 3 [ ] + 4
Ranged: Dexterity + 2
Consitution: d8 [ ] +1 [ ] + 2 [ ] + 3
Fortitude: Constitution +1
Intelligence d6 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
When you would discard a weapon for its power, you may recharge it (X or a random other weapon in your discard pile) instead.
On your check with the Finesse trait, you gain the skill Melee: Dexterity + 2
When you defeat a monster, you may bury a card from your hand to examine the top card of your location deck, then you may explore your location

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (11)
Additional Info 1: Add d4 non-combat dex; draw/give card if use harrow
Carrion Golem, Body Part (B3) displayed.

Additional Info 2: Heggal's Banner is displayed for +1 combat until fail to defeat bane"
Varian, Reta - Crypt (random 1-12) remain // 12=random monster #1

Aric - Ossuary 2-7 remain // 2=Blast Stone
Graveyard CLOSED

Heggal, Quinn - Oubliette 4-11 remain

Ukuja - Base 1 remain // 1=Cressida Kroft


deck handler Desired upgrades Blessing 3, Blessing 4, Ally 4

Sarenrae's Light: When this is the hour: When you heal, you may heal an additional card.

After a bit of R&R Ukuja is ready to tackle the Oubliette.

Oubliette Card 1: Orison:

Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.

Auto acquire. Discard Orison to explore.

Oubliette Card 2: Traitor:

CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.

Banish Cloud Puff (plant) to prevent BYA effect.

combat 9 +4 revealing Stone Axe +1 for survival, revealing Fire Gecko, aided by Banner: 1d10 + 1d6 + 1d4 + 6 ⇒ (7) + (5) + (1) + 6 = 19

Discard Frilled Lizard to explore.

Oubliette Card 3: Door Spike:

Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

Discarding Quinn's Blessing of Abadar.
Perception 8 discarding Quinn's Blessing of Abadar to bless twice: 3d10 + 3 ⇒ (10, 10, 5) + 3 = 28

Discard Blessing of the Green Faith 1 to explore.

Oubliette Card 4: Sling:

Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
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.

Ukuja sneers at the sling. banished.

So much adventuring. Time to heal some wounds.

Cure targeting self aided by hour: 1d4 + 2 ⇒ (4) + 2 = 6

Ukuja ends their turn.

Ukuja attempts to recover all cards in their Recovery pile.
Cloud Puff (plant): Ukuja 5: 1d10 + 4 ⇒ (10) + 4 = 14 -> Cloud Puff (plant) recharged.
Cure: Ukuja 8: 1d10 + 2 ⇒ (7) + 2 = 9 -> Cure recharged.

Ukuja resets their hand.

Ukuja wrote:

Hand: Stone Axe +1, Dwarf Caiman, Fire Gecko, Orison, Frilled Lizard, Hatchet, Javelin,

Displayed: Python, Leryn, Vencarlo Orisini, Amin Jalento,
Deck: 10 Discard: 0 Buried: 0
"Current Location: Oubliette
Hero Points: 1"
"NOTES:
Available Support: Blessings and Cloud Puff are available for use.

Orison: Discard to bless a local check or recharge if the hour is level 0.

Vencarlo Orisini: On any combat check, after the roll, you may bury to add 1d6.

Amin Jalento: On any check to acquire, you may bury to add 1d6.
Movement: Move me to the Crypt if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Ranged Dexterity +2 "
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
"Divine Wisdom +1 "
"Survival Wisdom +3 "
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: X
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons | Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

Quinn discards Blessing of Abadar.
Oubliette card 1 acquired.
Oubliette cards 2 - 4 banished.


Finally that Giant Fly is gone!

From closing the Graveyard, a random Undead monster is shuffled into the 1d3 ⇒ 2 Ossuary.

=====================

During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario. You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.

    Additional Rules: =
    THREAT LIST:

  • Danger: Ancient Skeleton, Zombie Minions
  • Villain: Vreeg
  • Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
  • Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (5)

    DISPLAYED:
    1/3 Body Parts
    1/1 Carrion Golem
    0/1 Vreeg

    Scenario Level (#): 1

    Turn: 19, Varian/Zalarian

    Random Cards:

    Monsters
    Spoiler:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    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.

    Spoiler:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Spoiler:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Dire Rat
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Survival 6
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Spoiler:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

    Barriers
    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    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.

    Spoiler:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Spoiler:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Spoiler:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Spoiler:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Weapons
    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    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.

    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    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.

    Spoiler:
    Returning Starknife
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 10
    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.

    Spoiler:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 8
    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.

    Spoiler:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff To Acquire:
    Strength
    Melee 4
    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.

    Spells
    Spoiler:
    Frozen Touch
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    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.


    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    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.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    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.

    Spoiler:
    Toxic Cloud
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Poison To Acquire:
    Intelligence
    Arcane 8
    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.


    Armors
    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    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.

    Spoiler:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    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.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    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.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    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.

    Spoiler:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    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.

    Items
    Spoiler:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Spoiler:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    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.


    Spoiler:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Spoiler:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Allies
    Spoiler:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin To Acquire:
    Wisdom
    Fortitude
    Survival 4
    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.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    Craftsman
    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    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.

    Spoiler:
    Priest of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    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.

    Spoiler:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    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.

    Blessings
    Spoiler:
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.

    Spoiler:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Spoiler:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.

    Spoiler:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Spoiler:
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
    Charisma
    Knowledge 4+#
    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.

    Hour Power: On your check against an Undead card, add 1d6.

    Top of Blessing Discard Pile:

    Pharasma's Knowing:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Remaining: 11

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Heggal/kuey
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Quinn/JohnF
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Aric/AAUGHWHY
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Reta/PinesAwait
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed. To Acquire:
    Wisdom
    Knowledge 4+#
    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.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Ukuja/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Varian/Zalarian
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire:
    Charisma
    Fortitude 4+#
    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.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Heggal/kuey
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire:
    Strength
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Quinn/JohnF
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire:
    Intelligence
    Knowledge 4+#
    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.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Aric/AAUGHWHY
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire:
    Wisdom
    Arcane 4+#
    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.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Reta/PinesAwait
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Ukuja/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Reta/PinesAwait, Varian/Zalarian, None

    Crypt Card 1:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Crypt Card 2:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    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.
    Crypt Card 3:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    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.
    Crypt Card 4:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    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.
    Crypt Card 5:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    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.
    Crypt Card 6:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Crypt Card 7:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    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.
    Crypt Card 8:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Crypt Card 9:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 10:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
    Crypt Card 11:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    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.
    Crypt Card 12:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Location #4: Ossuary
    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: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Aric/AAUGHWHY,
    Ossuary Card 1:
    Henchman Proxy A1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ossuary Card 2:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object To Acquire:
    Intelligence
    Craft 4
    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.
    Ossuary Card 3:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    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.
    Ossuary Card 4:
    Elven Curve Blade
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 8
    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.
    Ossuary Card 5:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    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.
    Ossuary Card 6:
    Henchman Proxy B2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 7:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Location #7: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Heggal/kuey, Quinn/JohnF, Ukuja/Bigguyinblack, None
    Oubliette Card 1:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
    Oubliette Card 2:
    Henchman Proxy B1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Oubliette Card 3:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
    Oubliette Card 4:
    Vreeg
    CotCT
    Story Bane 1
    Traits:
    Dwarf
    Wizard
    To Defeat:
    Constitution
    Wisdom
    Fortitude 6
    THEN Combat 12
    Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or bury a random card.
    If undefeated, suffer the scourges Dazed and Drained.

    Location #9: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.

    Location #10: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: These are the currently DISPLAYED supporters
    Cards Not In the Box Card 1 (Vencarlo Orisini):
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Cards Not In the Box Card 2 (Amin Jalento):
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.


  • Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: Reta moved to Crypt when closed
    location

    Turn Order: Varian, Heggal, Quinn, Aric, Reta, Ukuja

    Turn - Hour: 19 - Pharasma's Knowing
    Hour Rules: On your check against an Undead card, add 1d6.

    SOT: Will use Amadi to reveal top card (Binder's Tome) and leave on top. Will then use Paizo mat to discard Thieve's Tools to draw Binder's Tome
    Give Card: None
    Move: Crypt -> Ossuary
    After learning that the ossuary would be an excellent place to find evidence, Varian heads there under the hour of Pharasma's Knowing.

    Explore: Ossuary Card 1: Henchman Proxy A1 - Derro

    Will recharge Amadi for urban check
    Wisdom Check DC 4: 1d6 + 1d4 + 1 ⇒ (6) + (1) + 1 = 8 Success

    Will reveal Binder's Tome and shortbow and then recharge binder's tome for urban assistance to take on Derro

    Shortbow Combat Check DC 10: 1d8 + 1 + 1d6 + 1d4 + 1d4 + 1 ⇒ (8) + 1 + (5) + (2) + (1) + 1 = 18 Success

    Derro:
    Derro
    Story Bane Monster 1

    Traits
    Dwarf
    Rogue

    Check
    Combat
    10

    Powers
    Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or discard a random card.
    If undefeated, suffer the scourge Dazed.

    For closing attempt, Varian and Aric fight an ancient skeleton with d6 for hour.

    Will discard Captain's cutlass

    Strength Check DC 11+1+1=13: 1d6 + 1d6 + 1 + 1d8 + 1d6 ⇒ (5) + (5) + 1 + (1) + (3) = 15 Success

    Ancient Skeleton:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Skeleton
    Undead

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
    Before acting, either recharge a Divine card or suffer 1 Combat damage.

    Will draw half-plate into hand to reduce combat damage and then display again.

    Aric is not RR at the moment and looks like will need help

    For Aric's check, get d6 for undead for hour; Varian will recharge Magical Child for d4+1 and freely discard shortbow for d6. Aric will reveal Kama since not proficient with cutlass.

    Strength Check DC 11+1+1=13: 1d6 + 1d6 + 1d6 + 1d6 + 1d4 + 1 ⇒ (4) + (5) + (6) + (6) + (2) + 1 = 24 Success

    For AYA 1 combat damage, Aric will freely reveal heavy shield.

    Varian does not have any buried cards.
    Ossuary is closed

    Aric doesn't specify so will move him to Base for now.
    Varian will move to crypt

    Proxy B is banished and therefore displayed.

    EOT: End Turn, Recovery, and Reset hand

    Reminder of Scenario changes:

    The Harrow suit is Keys.
    Add 1d4 to Dexterity non-combat checks.
    When you play your harrow, you may draw a card and you may give a card to another player.
    When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario. You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.

    "

    Varian wrote:

    Hand: Arnisant, Fire Snake, Burning Snot, Life Drain, BotG, BotElements,

    Displayed: Radovan, Half-Plate,
    Deck: 7 Discard: 7 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Burning snot can add d4 and fire locally
    Movement: Will move to location as follows:
    Ruin, Crypt, Twisting Passages, Graveyard
    Other: Loot Pref: Sp1/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: 0
    Recharged: Force Missile, Life Drain 2, Steal Book, Knock, Amadi, Binder's Tome, Magical Child,
    Discard Pile:BotSpellbound, The Waxworks, The Dance (Harrow), Zellara's Harrow Deck, Thieves' Tools, Captain's Cutlass, shortbow,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +1
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Perception: Wisdom +1

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    □ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (19)
    "Notes for Aric: Moved to base unless specified otherwise
    Additional Info 1: Add d4 non-combat dex; draw/give card if use harrow
    Carrion Golem, Body Part (B3) displayed.

    Additional Info 2: Heggal's Banner is displayed for +1 combat until fail to defeat bane"
    Reta, Varian - Crypt 1-12 remain

    Heggal, Quinn, Ukuja - Oubliette 1-4 remain

    Aric - Base 1 remain // 1=Cressida Kroft


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Varian, Heggal, Quinn, Aric, Reta, Ukuja,
    Turn: Turn 20: Hour of Iomedae's Justice
    Hour Power: On your check against an Outsider card, add 1d4.
    SOT: Nil
    Give Card: Nil
    Move: Stay Location #7: Oubliette
    Explore:

    #1: Rapier:

    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Reveal Sage for +1d4+1.
    Melee DC5: 1d8 + 3 + 1d4 + 1 ⇒ (8) + 3 + (4) + 1 = 16 ==> Acquired.

    (Hmm, I've got a weapon now, so let's keep exploring. Ha!)
    Discard Sage to explore again.
    #2: Henchman Proxy B1 ==> Body Part ==> Displayed!

    End Turn: Reset hand.

    "

    Heggal wrote:

    Hand: Rapier, Portable Ram, Standard Bearer, Lookout, The Crows,

    Displayed: Banner, Kikko Armor,
    Deck: 10 Discard: 5 Buried: 0
    Current Location: #7: Oubliette
    Hero Points: 0
    XP: 3
    Reroll: Yes
    NOTES:
    Available Support: Banner: Is displayed. Everyone gets +1 to combat until until someone fails to defeat a bane.
    Portable Ram: Display if anyone at location encounters a Lock, Obstacle, or Trap barrier for +1 to all such checks, until some fails to defeat bane.
    Lookout: Everyone gets +1d6 to Perception.
    Holler if you need healing.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Katana +1, Sands of the Hour, Judgement Light, Blessing of the Samurai, Cat-o'-Nine-Tails, Archer's Kite Shield, Heavy Wooden Shield
    Recharged: Inflict, Fireblade, Blessing of the Samurai 3,
    Discard Pile: Guide, Retainer, Blessing of the Samurai 2, Quarterstaff of Vaulting, Sage,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1) to your check.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (19)
    "Notes for Aric: Moved to base unless specified otherwise
    Additional Info 1: Add d4 non-combat dex; draw/give card if use harrow
    Carrion Golem, Body Parts(B1, B3) displayed.

    Additional Info 2: Heggal's Banner is displayed for +1 combat until fail to defeat bane"
    Reta, Varian - Crypt 1-12 remain

    Heggal, Quinn, Ukuja - Oubliette 3-4 remain

    Aric - Base 1 remain // 1=Cressida Kroft


    deck handler Desired upgrades Blessing 3, Blessing 4, Ally 4

    Off turn Ukuja sends Leryn scouting. Reload to examine Oubliette cards 3. Bat and 4. Vreeg, No triggers.


    Human Investigator Deck Handler

    The hour is Benefaction No effect

    Quinn will not use his Blessing of Kofusachi; he will save it for the conflict he feels to be imminent.
    At the start of his turn, though, he will reveal his Helpful Haversack to examine the top card of his deck. It's a Wandermeal, so he will recharge it.

    He will then simply end his turn, drawing his Thieves' Tools.

    Quinn wrote:

    Hand: Sai, Helpful Haversack*, Thieves' Tools, Standard Bearer, Blessing of the Quartermaster, Blessing of Kofusachi,

    Displayed:
    Deck: 7 Discard: 5 Buried: 1
    Current Location: Oubliette
    Hero Points: 0
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though)
    Other: Starred boons updated to new versions

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size: 6 ☐ 7
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On a local check against a barrier, you may bury an item to add your Perception.
    At the end (☑ or start) of your turn, you may examine the top card of your location.
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Hour is Erasitl's Eye: if at a wild location, you may discard to explore

    Aric commissions Cressida Kroft for a new piece of equipment. She searches her stores while he drops some stuff off. Acquire Cressida and recharge Kama. Bury Cressida to draw a weapon/armor. There didn't seem to be a preference for weapon vs armor, so I'll just pick randomly

    Weapon or Armor: 1d2 ⇒ 1

    She presents him with a Dogslicer.

    end turn.

    Aric/The Red Raven wrote:

    Hand: Blessing of the Ancients, Heavy Shield (Acquired), Spyglass, Captain's Cutlass (Finesse), Dogslicer (Acquired), Magnifying Glass,

    Displayed: Cockroach Cloak, Gambeson,
    Deck: 7 Discard: 4 Buried: 0
    Notes: Ancients: +1 dice. Recharge if Hour is basic/level 0
    Current Character: Aric
    Kit: Rapier, Spring Blade +1, Patrician's Armor
    Sideboard cards:

    Skills and Powers:
    Aric

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card:
    Hand Size: 6
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck.

    The Red Raven

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d4 [ ] +1

    Favored Card:
    Hand Size: 4
    Proficient with: Light Armors, Weapons
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)



    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario. You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.

    Additional Rules: =
    THREAT LIST:

  • Danger: Ancient Skeleton, Zombie Minions
  • Villain: Vreeg
  • Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
  • Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (5)

    DISPLAYED:
    3/3 Body Parts
    1/1 Carrion Golem
    0/1 Vreeg

    Scenario Level (#): 1

    Turn: 23, Reta/PinesAwait

    Random Cards:

    Monsters
    Spoiler:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Spoiler:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Spoiler:
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Spoiler:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Barriers
    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Spoiler:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.

    Spoiler:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    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.

    Spoiler:
    Imps and House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    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.

    Spoiler:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    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.

    Weapons
    Spoiler:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 10
    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.

    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    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.

    Spoiler:
    Snakebite Dagger
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 7
    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.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    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.

    Spoiler:
    Scythe
    CotCT
    Weapon 0
    Traits:
    2-Handed
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 9
    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.

    Spells
    Spoiler:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    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.

    Spoiler:
    Acid Burst
    CotCT
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    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.


    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    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.

    Spoiler:
    Revitalize
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    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.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Armors
    Spoiler:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    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.

    Spoiler:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Survival 7
    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.

    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    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.

    Spoiler:
    Slick Leather
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    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.

    Spoiler:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    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.

    Items
    Spoiler:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Spoiler:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 6
    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.


    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    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.

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Allies
    Spoiler:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    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.

    Spoiler:
    Korvosan Dandy
    CotCT
    Ally 1
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    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.

    Spoiler:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Spoiler:
    Frog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 4
    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.

    Spoiler:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    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.

    Blessings
    Spoiler:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Spoiler:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Spoiler:
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Hour Power: Your Knowledge check is blessed.

    Top of Blessing Discard Pile:

    The Queen Mother:
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed. To Acquire:
    Wisdom
    Knowledge 4+#
    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 Remaining: 7

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Ukuja/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Varian/Zalarian
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire:
    Charisma
    Fortitude 4+#
    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.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Heggal/kuey
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire:
    Strength
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Quinn/JohnF
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire:
    Intelligence
    Knowledge 4+#
    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.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Aric/AAUGHWHY
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire:
    Wisdom
    Arcane 4+#
    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.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Reta/PinesAwait
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Ukuja/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Reta/PinesAwait, Varian/Zalarian, None

    Crypt Card 1:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Crypt Card 2:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    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.
    Crypt Card 3:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    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.
    Crypt Card 4:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    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.
    Crypt Card 5:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    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.
    Crypt Card 6:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Crypt Card 7:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    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.
    Crypt Card 8:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Crypt Card 9:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 10:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
    Crypt Card 11:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    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.
    Crypt Card 12:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Location #7: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Heggal/kuey, Quinn/JohnF, Ukuja/Bigguyinblack, None
    Oubliette Card 1 (Bat):
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
    Oubliette Card 2 (Vreeg):
    Vreeg
    CotCT
    Story Bane 1
    Traits:
    Dwarf
    Wizard
    To Defeat:
    Constitution
    Wisdom
    Fortitude 6
    THEN Combat 12
    Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or bury a random card.
    If undefeated, suffer the scourges Dazed and Drained.

    Location #9: Base
    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
    Located/Displayed Here: Aric/AAUGHWHY, None

    Location #10: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: These are the currently DISPLAYED supporters

    Cards Not In the Box Card 1 (Vencarlo Orisini):
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Cards Not In the Box Card 2 (Amin Jalento):
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.


  • Deck Handler

    When this is the hour: Your Knowledge check is blessed.

    Exploring crypt.

    Shelyn's Song

    Wisdom 5: 2d4 + 1 ⇒ (1, 3) + 1 = 5

    We got a blessing 1!

    Shelyn's Song info:

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

    I'll just end my turn here given that we're about to finish up; take the blessing if y'all need it.

    Reta Bigbad wrote:

    Hand: Xoff, Force Shortbow +1, Blowgun, Blood Periapt, Hand Crossbow (1), Shelyn's Song*,

    Displayed: Gambeson, Armored Coat*,
    Deck: 10 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ]+1 [ ]+2 [ ] +3
    Dexterity d10 [x] +1 [ ] + 2 [ ] + 3 [ ] + 4
    Ranged: Dexterity + 2
    Consitution: d8 [ ] +1 [ ] + 2 [ ] + 3
    Fortitude: Constitution +1
    Intelligence d6 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +3
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 5
    Proficient with: Light Armors, Weapons
    Powers:
    When you would discard a weapon for its power, you may recharge it (X or a random other weapon in your discard pile) instead.
    On your check with the Finesse trait, you gain the skill Melee: Dexterity + 2
    When you defeat a monster, you may bury a card from your hand to examine the top card of your location deck, then you may explore your location


    deck handler Desired upgrades Blessing 3, Blessing 4, Ally 4

    Incitation: When this is the hour: No effect.

    Vreeg cannot hide.

    Oubliette Card 1 (Bat): Bat:

    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Auto acquire. Discard Bat to explore.

    Oubliette Card 2 (Vreeg): Vreeg:

    CotCT
    Story Bane 1
    Traits:
    Dwarf
    Wizard
    To Defeat:
    Constitution
    Wisdom
    Fortitude 6
    THEN Combat 12
    Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or bury a random card.
    If undefeated, suffer the scourges Dazed and Drained.

    Reta/PinesAwait or Varian/Zalarian need to guard Crypt.

    Fortitude 4 revealing Dwarf Caiman: 2d6 + 2 ⇒ (1, 3) + 2 = 6

    Wisdom 6 recharging Quinn's Blessing of the Quartermaster: 2d10 + 1 ⇒ (2, 3) + 1 = 6
    combat 12 revealing Stone Axe +1, discarding Stone Axe +1, Aric recharges Blessing of the Ancients to bless, aided by Bat, freely recharging Hatchet: 2d10 + 3d6 + 1d4 + 5 ⇒ (2, 2) + (6, 5, 2) + (3) + 5 = 25

    Fortitude 5 +1 revealing Dwarf Caiman and discarding Orison to bless: 3d6 + 2 ⇒ (3, 5, 1) + 2 = 11

    We win! probably.


    deck handler Desired upgrades Blessing 3, Blessing 4, Ally 4

    Botting Varian's guard check.

    Wisdom 5+1 with a blessing and recharging a card for urban ability: 2d6 + 1d4 + 1 ⇒ (3, 1) + (4) + 1 = 9

    Now we win.


    COMPLETED SCENARIO 1C: THE DEAD WARRENS

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Ukuja, Heggal, Varian, Reta, Quinn -> Tier 1, 4XP
    Aric -> Tier 2, 2XP

    SCENARIO REWARD:

  • Rally the supporter Thousand Bones.
    You probably saw this coming; a straight up "Heal" Supporter. Making it a better choice than ever before to head to the Base and dig Thousand Bones out if you don't have many cards left in your deck!

    DEVELOPMENT:

    You have emerged from the warrens beneath Potter’s Ward carrying the dismembered corpse of the Shoanti warrior Gaekhen. Freeing the four parts from the clutches of Rolth Lamm’s evil dwarf sorcerers was no easy task, spread across the warrens as they were. But Shoanti tattoos are swiftly spotted, and eventually you reunited his remains. Field Marshal Kroft promises to see to the rituals of returning the body to Thousand Bones, who will persuade a hostile Shoanti army to return home.

    Upon your return from the vile chambers beneath the graveyard, you realize that Korvosa is finally returning to something approaching normal. There are no riots in the streets, no fires on the horizon. Perhaps the people of Korvosa have come to accept their new queen, whose banner you now wear.
      
    “Haven’t you heard?” says a fellow Guard. “The Queen’s Guards identified the woman who killed King Eodred! Now, all we have to do is find her!”

    Fresh boots first. Then, it’s time to catch a kingkiller.

    PERSONALIZED DEVELOPMENT:
    Most of you emerged from the warrens beneath Potter’s Ward, each carrying gruesome components of dismembered corpse of the Shoanti warrior Gaekhen. All except Varian, who refused to touch the vile things, and Reta, whom the rest presumed got lost somewhere in the warrens and could not be found. Freeing the four parts from the clutches of Rolth Lamm’s evil dwarf sorcerers was no easy task, spread across the warrens as they were. But Shoanti tattoos are swiftly spotted, and eventually you reunited his remains. Field Marshal Kroft promises to see to the rituals of returning the body to Thousand Bones, who will persuade a hostile Shoanti army to return home.

    Upon your return from the vile chambers beneath the graveyard, you realize that Korvosa is finally returning to something approaching normal. There are no riots in the streets, no fires on the horizon. Perhaps the people of Korvosa have come to accept their new queen, whose banner you all now wear; all except for Ukuja, who cares little for the trappings of Korvosa's symbolism, and Aric, who has learned better than to visually align himself too closely with those in power.

    Heggal is about to - once again - announce a celebratory round of drinks, before he's interrupted by another of the city's guard who run up to you.
      
    “Haven’t you heard?” says a fellow Guard. “The Queen’s Guards identified the woman who killed King Eodred! Now, all we have to do is find her!”

    Fresh boots first. Then, it’s time to catch a kingkiller.

    ACQUIRED CARDS:
    Bat (Ally 0)
    Guide (Ally 0)

    Heavy Shield (Armor 0)
    Armored Coat (Armor 0)
    Half-plate (Armor 0)
    Archer's Kite Shield (Armor 1)

    Sands of the Hour (Blessing 0)
    Orison (Blessing 0)
    The Waxworks (Blessing 1)
    Shelyn's Song (Blessing 1)
    The Owl (Blessing 1)

    Life Drain (Spell 1)
    Knock (Spell 1)

    Rapier (Weapon 0)
    Shortbow (Weapon 0)
    Dogslicer (Weapon 0)
    Quarterstaff of Vaulting (Weapon 1)


  • SCENARIO 1D: Kingkiller

    “Can you even believe it?” says Corporal Verik Vancaskerkin as you march toward Moon Street. “Honorable King Eodred murdered! And by a pretty young thing like that!”
      
    His glee is hard to fathom. You whisper so as not to include the Field Marshal in your discussion. “Wait, do you mean Queen Ileosa—”
      
    “WHAT?” he shouts. “No no no NO NO NO. Not the queen! She may be young and beautiful and haughty beyond measure, but those are hardly crimes! Of course I’m talking about Trinia Sabor, the artist who painted a portrait of the king scarcely a month before his passing! There were rumors that the king fancied her for her innocent demeanor and golden hair, and it seems now that she took advantage of the old man’s attentions. Slain by a poisoned paintbrush, I expect!”
      
    That last bit seems a bit far-fetched, even for a town like Korvosa. But who are you to judge. The king’s murderer has been named, and it is on you to bring her to trial.
      
    Down here on ground level, the dense neighborhood surrounding 42 Moon Street blocks out the light from the sun. Above, jury-rigged catwalks, overhanging roofs, lines of laundry, and homemade bridges of rope and boards create a cluttered tangle, a multi-level mess of gutters, upper floors, and rooftops.
      
    “I see you gazing at the Shingles,” Verik says. “Lots of people live up there. It’s basically a maze, but one high up from the tenements below.”
      
    You question the citizens about Trinia, learning only that she seemed to be an unselfish, likable woman who could never have done something as terrible as kill a king. But since she’s been declared guilty of regicide, her neighbors are prepared to believe the worst.
      
    “Look up there!” shouts Verik. “There she goes! That girl killed King Eodred!”
      
    A paintpot flies down from the Shingles and renders Corporal Vancaskerkin unconscious. You see a woman on the rooftops turn and run. Chase her down!"

    SETUP:

  • When building the locations, build a number of Rooftops locations equal to the number of characters.
  • When preparing the story banes, shuffle the closing henchman Fugitive into the Tenement.

    LOCATIONS:
    1 Rooftops
    1 Tenement

    THREAT LIST:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: None

    DURING THIS SCENARIO:

  • All characters start at the Tenement.

  • When the Fugitive is defeated, the location it came from closes automatically. Shuffle the Fugitive into another location, then all characters move to that location.

    ================================================

    HARROWING:

    Varian's Harrow - The Crows:

    CotCT Blessing 1
    Traits: Harrow Suit: Keys Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+#
    On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead.

    Aric's Harrow - The Real Rabbit Prince:

    CotCT Blessing 1
    Traits: Harrow Promo Suit: Keys Veteran
    When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
    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.

    Heggal's Harrow - The Peacock:

    CotCT Blessing 1
    Traits: Harrow Suit: Keys Veteran
    When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+#
    On any check, recharge to bless. No other boon may be played on this check. Discard to explore.

    Ukuja's Harrow - The Avalanche:

    CotCT Blessing 1
    Traits: Harrow Suit: Keys Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+#
    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.

    Quinn's Harrow - The Demon's Lantern:

    CotCT Blessing 1
    Traits: Harrow Suit: Keys Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+#
    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.


  • So the database is outputting a visual bug, tied into my duplication of the "Rooftops" location. Each Rooftops is erroneously given a number of "Urban" traits equal to the number of Rooftops in play, even though they should only have 1 each.

    Otherwise, you're good to go once everyone's drawn their opening hands. You'll probably be grouped up during the entire scenario, due to its mechanics - but it's not actually a hard scenario. Don't forget the henchman automatically closes locations, so there's no need to make the checks to close.

    ==============================

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • All characters start at the Tenement.

  • When the Fugitive is defeated, the location it came from closes automatically. Shuffle the Fugitive into another location, then all characters move to that location.

    Additional Rules: =

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: None*

    (*The Fugitive starts at the Tenement, auto-closes locations she's defeated in, then moves on to a new location.)

    Scenario Level (#): 1

    Turn: 12, Varian/Zalarian

    Random Cards:

    Monsters
    Spoiler:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    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.

    Spoiler:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    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.

    Spoiler:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    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.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    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.

    Spoiler:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Barriers
    Spoiler:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    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.

    Spoiler:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Spoiler:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    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.

    Weapons
    Spoiler:
    Sword Cane
    CotCT
    Weapon 0
    Traits:
    Bludgeoning
    Finesse
    Melee
    Staff To Acquire:
    Strength
    Melee
    Stealth 6
    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.

    Spoiler:
    Flaming Shortbow
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bow
    Fire
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 9
    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.

    Spoiler:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    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.

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    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.

    Spoiler:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spells
    Spoiler:
    Infernal Healing
    CotCT
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    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.

    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    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.

    Spoiler:
    Immolate
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    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.


    Spoiler:
    Frost Ray
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic To Acquire:
    Intelligence
    Arcane 7
    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.


    Spoiler:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    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.

    Armors
    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    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.

    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    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.

    Spoiler:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    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.

    Spoiler:
    Klar
    CotCT
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 5
    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.

    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    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.

    Items
    Spoiler:
    War Drum
    CotCT
    Item 0
    Traits:
    Instrument To Acquire:
    Constitution
    Charisma 4
    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.

    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    Spoiler:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool To Acquire:
    Intelligence
    Disable
    Perception 4
    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.

    Spoiler:
    Wand of Acid Burst
    CotCT
    Item 1
    Traits:
    Acid
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 6
    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.


    Spoiler:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Allies
    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    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.

    Spoiler:
    Frog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 4
    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.

    Spoiler:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    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.

    Spoiler:
    Burglar
    CotCT
    Ally 0
    Traits:
    Human
    Trigger To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    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.

    Spoiler:
    Fox
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Blessings
    Spoiler:
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely. To Acquire:
    Charisma
    Stealth 4+#
    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.

    Spoiler:
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed. To Acquire:
    Charisma
    Disable 4+#
    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.

    Spoiler:
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Spoiler:
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Spoiler:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed. To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Sands of the Hour:
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Heggal/kuey
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
    Charisma
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Quinn/JohnF
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire:
    Charisma
    Diplomacy 4+#
    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.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Aric/AAUGHWHY
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Ukuja/Bigguyinblack
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Varian/Zalarian
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Heggal/kuey
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Quinn/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Aric/AAUGHWHY
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Ukuja/Bigguyinblack
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Varian/Zalarian
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire:
    Strength
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Heggal/kuey
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Quinn/JohnF
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Aric/AAUGHWHY
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Ukuja/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Varian/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Heggal/kuey
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Quinn/JohnF
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire:
    Intelligence
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Aric/AAUGHWHY
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Ukuja/Bigguyinblack
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    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.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Varian/Zalarian
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Heggal/kuey
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire:
    Charisma
    Fortitude 4+#
    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.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Quinn/JohnF
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Aric/AAUGHWHY
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Ukuja/Bigguyinblack
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire:
    Wisdom
    Arcane 4+#
    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.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Varian/Zalarian
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Heggal/kuey
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead. To Acquire:
    Wisdom
    Diplomacy 4+#
    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.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Quinn/JohnF
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire:
    Strength
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Aric/AAUGHWHY
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
    Wisdom
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Ukuja/Bigguyinblack
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Location #1: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Rooftops Card 1:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Rooftops Card 2:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    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.
    Rooftops Card 3:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Rooftops Card 4:
    Korvosan Dandy
    CotCT
    Ally 1
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    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.
    Rooftops Card 5:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Rooftops Card 6:
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Rooftops Card 7:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    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.
    Rooftops Card 8:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
    Rooftops Card 9:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Location #2: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Rooftops Card 1:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    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.
    Rooftops Card 2:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    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.
    Rooftops Card 3:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Rooftops Card 4:
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it. To Acquire:
    Charisma
    Diplomacy 4+#
    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.
    Rooftops Card 5:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    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.
    Rooftops Card 6:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    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.
    Rooftops Card 7:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.
    Rooftops Card 8:
    Earthbreaker
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Melee To Acquire:
    Strength
    Melee 8
    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.
    Rooftops Card 9:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Location #3: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Rooftops Card 1:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Rooftops Card 2:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    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.
    Rooftops Card 3:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    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.
    Rooftops Card 4:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.
    Rooftops Card 5:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    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.
    Rooftops Card 6:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Rooftops Card 7:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing To Acquire:
    Strength
    Melee 4
    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.
    Rooftops Card 8:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    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.
    Rooftops Card 9:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    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.

    Location #4: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Rooftops Card 1:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.
    Rooftops Card 2:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    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.
    Rooftops Card 3:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
    Rooftops Card 4:
    Harrowed Society Student
    CotCT
    Ally 0
    Traits:
    Arcanist
    Human To Acquire:
    Charisma
    Diplomacy 6
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.
    Rooftops Card 5:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    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.
    Rooftops Card 6:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
    Rooftops Card 7:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Rooftops Card 8:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    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.
    Rooftops Card 9:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Location #5: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Rooftops Card 1:
    Gem of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
    Rooftops Card 2:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    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.
    Rooftops Card 3:
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Rooftops Card 4:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    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.
    Rooftops Card 5:
    Acadamae Student
    CotCT
    Ally 0
    Traits:
    Human
    Wizard To Acquire:
    Intelligence
    Arcane 3
    OR Charisma
    Diplomacy 6
    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.
    Rooftops Card 6:
    Returning Starknife
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 10
    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.
    Rooftops Card 7:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    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.
    Rooftops Card 8:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Rooftops Card 9:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    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.

    Location #6: Tenement
    Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Heggal/kuey, Quinn/JohnF, Ukuja/Bigguyinblack, Varian/Zalarian, (Fugitive)
    Tenement Card 1:
    Elixir of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    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.
    Tenement Card 2:
    Mob of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    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.
    Tenement Card 3:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.
    Tenement Card 4:
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire:
    Dexterity
    Disable 4+#
    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.
    Tenement Card 5:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.
    Tenement Card 6:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    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.
    Tenement Card 7:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    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.
    Tenement Card 8:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin To Acquire:
    Wisdom
    Fortitude
    Survival 4
    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.
    Tenement Card 9:
    Fugitive
    CotCT
    Story Bane 1
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.
    Tenement Card 10:
    Scythe
    CotCT
    Weapon 0
    Traits:
    2-Handed
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 9
    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.


  • deck handler Desired upgrades Blessing 3, Blessing 4, Ally 4

    Starting location Tenement. Cohorts Leryn and White Tiger. Favored cared weapon.

    Ukuja wrote:

    Hand: Stone Axe +1, Wendifisa Spear, Crow, Cloud Puff (plant), Charm Animal, Blessing of the Green Faith (2), Blessing of the Green Faith (1), The Avalanche,

    Displayed: Leryn, White Tiger,
    Deck: 9 Discard: 0 Buried: 0
    "Current Location: Tenement
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings and Cloud Puff are available for use.

    Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements (1), Dwarf Caiman, Javelin, Call Animal, Blessing of the Elements (2), Hatchet, Cure, Fire Gecko, Frilled Lizard
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).

    Bury Charm Animal to draw an animal ally. Random ally 1 Mouse.

    Ukuja wrote:

    Hand: Stone Axe +1, Wendifisa Spear, Crow, Cloud Puff (plant), Blessing of the Green Faith (2), Blessing of the Green Faith (1), The Avalanche,

    Displayed: Leryn, White Tiger,
    Deck: 10 Discard: 0 Buried: 1
    "Current Location: Tenement
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings and Cloud Puff are available for use.

    Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

    Mouse: On a local Dexterity or Stealth check, recharge to add 1d4.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements (1), Fire Gecko, Mouse, Blessing of the Elements (2), Frilled Lizard, Cure, Call Animal, Dwarf Caiman, Javelin, Hatchet
    Recharged:
    Discard Pile:
    Buried Pile: Charm Animal,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Varian - CotCT-1D Kingkiller

    Starting Location The Tenement
    Loot
    Will put Spellbook into box and put Zellara's Harrow Deck into deck
    Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
    Will display Radovan on turn 1 after SOT

    "

    Varian wrote:

    Hand: The Crows (Harrow), Captain's Cutlass, Zellara's Harrow Deck, Arnisant, Steal Book, BotSpellbound, Burning Snot,

    Displayed: Radovan,
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Burning snot can add d4 and fire locally
    Steal spell lets Varian autoacquire book/spell
    Movement: Will/must follow fugitive
    Other: Loot Pref: Sp1/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Thieves' Tools, Life Drain, BotG, Force Missile, Fire Snake, Amadi, Binder's Tome, Magical Child, Blessing of the Starsong
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +1
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Perception: Wisdom +1

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    □ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "


    deck handler

    "

    Heggal wrote:

    Hand: Fireblade, Inflict, Heavy Wooden Shield, Sage, Blessing of the Samurai, The Peacock,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: #6: Tenement
    Hero Points: 1
    XP: 4
    Reroll: Yes
    NOTES:
    Available Support: B of Samurai: Recharge to bless combat
    Peacock: Recharge to bless checks if no other boons have been played.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Samurai 3, Standard Bearer, Cat-o'-Nine-Tails, Kikko Armor, Portable Ram, Augury, Banner, Lookout, Retainer, Blessing of the Samurai 2, Katana +1
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1) to your check.

    "


    Human Investigator Deck Handler

    Starting hand

    Quinn wrote:

    Hand: Sai, Deathbane Light Crossbow, Compass*, Sage's Journal*, Wandermeal, Standard Bearer, The Demon's Lantern (Harrow),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Tenement
    Hero Points: 0
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though)
    Other: Starred boons updated to new versions

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size: 6 ☐ 7
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On a local check against a barrier, you may bury an item to add your Perception.
    At the end (☑ or start) of your turn, you may examine the top card of your location.
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Starting Character: Aric

    Starting Location: Tenement

    Aric/The Red Raven wrote:

    Hand: Clockwork Spy, Marianix Karn, Blessing of the Ancients, Mask of the Red Raven, Captain's Cutlass (Finesse), Masque,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Ancients: Discard for +1 die
    Current Character: Aric
    Kit: Rapier, Kama, Magnifying Glass
    Sideboard cards:

    Skills and Powers:
    Aric

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [X] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card:
    Hand Size: 6
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck.

    The Red Raven

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d4 [ ] +1

    Favored Card:
    Hand Size: 4
    Proficient with: Light Armors, Weapons
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)



    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: None
    Turn Order: Varian, Heggal, Quinn, Aric, Ukuja

    Turn - Hour: 1 - Varian
    Hour Rules: None

    SOT: None
    Give Card: None
    Move: Stay at Tenement

    Explore: Tenement Card 1: Elixir of Healing

    Intelligence Check DC 4: 1d12 + 0 ⇒ (4) + 0 = 4 Success

    Elixir of Healing :

    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    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.

    Will use Zellara's Harrow deck to look at next 3 cards and arrange them:
    Tenement Card 4: The Locksmith
    Tenement Card 3: Dog
    Tenement Card 2: Mob of Undead

    Will recharge Arnisant to explore

    Explore: Tenement Card 4: The Locksmith adding d4 for Harrow

    Dexterity Check DC 4: 1d8 + 1 + 1d4 ⇒ (5) + 1 + (2) = 8 Success

    The Locksmith :

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire:
    Dexterity
    Disable 4+#
    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.

    Will use The Crows to explore;since boon blessing is discarded

    Will draw card (Blessing of the Starsong) and hand elixir to Ukuja "Hold my snifter for a moment"

    Explore: Tenement Card 3: Dog will recharge steal book for urban check

    Wisdom Check DC 3: 1d6 + 1d4 + 1 ⇒ (2) + (2) + 1 = 5 Auto Success

    Dog :

    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Will discard dog to explore
    Explore: Tenement Card 2: Mob of Undead no other locations occupied so Varian is only that fights undead.

    Random Undead: 1d3 ⇒ 3 Wight

    Mob of Undead:

    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    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.

    Wights are unliving for a reason...
    Knowledge Check DC 6+1=7: 1d12 + 2 ⇒ (12) + 2 = 14 Success

    Wight:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Will discard BotSpellbound to explore again
    Explore: Tenement Card 5: Ghoul Will use Burning Snot and have Ukuja recharge blessing of the Green
    "More undead..why am I not surprised..."

    Arcane Check DC 11+1+1=13: 1d12 + 2 + 1d12 ⇒ (4) + 2 + (10) = 16 Success

    Ghoul:

    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Will discard the Locksmith to explore again
    Explore: Tenement Card 6: Chain Shirt will recharge cutlass for urban check

    Constitution Check DC 4: 1d4 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5 Success

    Chain Shirt:

    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    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.

    Will display chain shirt

    EOT: End Turn, Recovery, and Reset hand
    Discard Harrow deck and burning snot during recovery. Recharge Burning Snot with power.

    Reminder of Scenario changes:

    The Harrow suit is Keys.
    Add 1d4 to Dexterity non-combat checks.
    When you play your harrow, you may draw a card and you may give a card to another player.
    When the Fugitive is defeated, the location it came from closes automatically. Shuffle the Fugitive into another location, then all characters move to that location.
    Additional Rules: =
    Danger: Each time you encounter the danger, randomly choose a new barrier.
    Villain: None
    Closing Henchmen: None*

    Varian wrote:

    Hand: Blessing of the Starsong, BotG, Force Missile, Life Drain, Amadi, Binder's Tome,

    Displayed: Radovan,
    Deck: 7 Discard: 5 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use. (Starshine can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Force Missile adds 2d4,force, magic to combat
    Tome adds d4, Mental to local combat and cha
    Movement: Will/must follow fugitive
    Other: Loot Pref: Sp1/TBD"

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Thieves' Tools, Magical Child, Fire Snake
    Recharged: Arnisant, Steal Book, Captain's Cutlass, Burning Snot,
    Discard Pile:The Crows (Harrow), Dog, BotSpellbound, The Locksmith, Zellara's Harrow Deck,
    Buried Pile:


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    After Heggal's SOT and aquiring ally, Varian will use Elixir of healing that was being held by Ukuja.
    "Ahhhh..Brandy!"
    Random Roll: 1d4 + 1 ⇒ (4) + 1 = 5 All 5 cards are healed

    "

    Varian wrote:

    Hand: Blessing of the Starsong, BotG, Force Missile, Life Drain, Amadi, Binder's Tome,

    Displayed: Radovan,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use. (Starshine can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Force Missile adds 2d4,force, magic to combat
    Tome adds d4, Mental to local combat and cha
    Movement: Will/must follow fugitive
    Other: Loot Pref: Sp1/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Burning Snot, Fire Snake, Arnisant, BotSpellbound, Zellara's Harrow Deck, Dog, Steal Book, Thieves' Tools, The Crows (Harrow), Captain's Cutlass, The Locksmith, Magical Child
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +1
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Perception: Wisdom +1

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    □ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Notes for Ukuja: recharged blessing of the Green for Varian

    Rooftop #1 1-10 remain
    Rooftop #2 1-10 remain
    Rooftop #3 1-10 remain
    Rooftop #4 1-10 remain
    Rooftop #5 1-10 remain
    Everyone - Tenements 7-10 remain


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Varian, Heggal, Quinn, Aric, Reta, Ukuja,
    Turn: Turn 2: Hour of The Marriage
    Hour Power: At the start of your turn, summon and encounter an ally.
    SOT:

    Summoned Ally: Frog:

    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 4
    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.

    Reveal Sage for +1d4+1.
    Wisdom DC4: 1d8 + 1d4 + 1 ⇒ (4) + (2) + 1 = 7 ==> Acquired.
    Give Card: Give Frog to Ukuja
    Move: Stay Location #6: Tenement
    Explore:
    #7: Haughty Nobles:

    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    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.

    Reveal Sage for +1d4+1, Recharge The Peacock to bless.
    Diplomacy DC6+1+4: 1d10 + 2 + 1d4 + 1 + 1d10 ⇒ (3) + 2 + (3) + 1 + (3) = 12 ==> Defeated. Summon an ally.
    Summon Ally: Bodyguard:

    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    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.

    Reveal Sage for +1d4+1.
    Diplomacy DC6: 1d10 + 2 + 1d4 + 1 ⇒ (9) + 2 + (2) + 1 = 14 ==> Acquired.

    Discard Blessing of the Samurai to explore again.

    #8: Spider:

    CotCT
    Ally 0
    Traits:
    Vermin To Acquire:
    Wisdom
    Fortitude
    Survival 4
    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.

    Another animal! I mean, ok, vermin.
    Reveal Sage for +1d4+1.
    Wisdom DC4: 1d8 + 1d4 + 1 ⇒ (6) + (4) + 1 = 11 ==> Acquired.

    Discard Spider to explore again.

    #9: Fugitive:

    CotCT
    Story Bane 1
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.

    Reveal Sage for +1d4+1.
    BYA: Wisdom DC4: 1d8 + 1d4 + 1 ⇒ (2) + (2) + 1 = 5
    Diplomacy DC6: 1d10 + 2 + 1d4 + 1 ⇒ (3) + 2 + (1) + 1 = 7 ==> Defeated!

    Location #6: Tenement automatically closed!
    Which location?: 1d5 ⇒ 3
    Fugitive shuffled into Location #3: Rooftops, and Everyone follows!

    End Turn: Reset hand.

    "

    Heggal wrote:

    Hand: Fireblade, Inflict, Heavy Wooden Shield, Sage, Bodyguard,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: #6: Tenement
    Hero Points: 1
    XP: 4
    Reroll: Yes
    NOTES:
    Available Support: Bodyguard: recharge to reduce damage on any local character by 3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Kikko Armor, Blessing of the Samurai 3, Cat-o'-Nine-Tails, Portable Ram, Augury, Blessing of the Samurai 2, Katana +1, Standard Bearer, Lookout, Retainer, Banner
    Recharged: The Peacock,
    Discard Pile: Blessing of the Samurai, Spider,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1) to your check.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Notes for Ukuja: Recharged blessing of the Green for Varian. Receive Frog from Heggal.
    Random Card(s) Used: Ally 1-3 used.

    Rooftop #1 1-10 remain
    Rooftop #2 1-10 remain
    Everyone - Rooftop #3 random (1-10, 11) remain // 11=Fugitive
    Rooftop #4 1-10 remain
    Rooftop #5 1-10 remain


    Having SERIOUS issues with the database software right now. I think our game state is glitching badly. I may have to create an all-new table in the future to fix it, which will involve re-populating locations.

    First I'm waiting for admin intervention. If I need to do anything drastic, I'll do my best to avoid interrupting the scenario - it'll just be recreating the game state as accurately as possible for you guys.

    In the meantime, updates may be delayed until this is resolved, but I encourage you to keep playing.

    I think I've fixed it with an hourglass shuffle, phew.

    Note that Ukuja was given a few cards (though one was banished).

    ==============================

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • All characters start at the Tenement.

  • When the Fugitive is defeated, the location it came from closes automatically. Shuffle the Fugitive into another location, then all characters move to that location.

    Additional Rules: =

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: None*

    (*The Fugitive starts at the Tenement, auto-closes locations she's defeated in, then moves on to a new location.)

    Scenario Level (#): 1

    Turn: 14, Quinn/JohnF

    Random Cards:

    Monsters
    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    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.

    Spoiler:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Spoiler:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    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.

    Spoiler:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    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.

    Barriers
    Spoiler:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Spoiler:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Spoiler:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    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.

    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    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.

    Weapons
    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    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.

    Spoiler:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 10
    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.

    Spoiler:
    Kukri
    CotCT
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Slashing To Acquire:
    Strength
    Acrobatics
    Melee 4
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Snakebite Dagger
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 7
    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.

    Spoiler:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

    Spells
    Spoiler:
    Detect Magic
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 3
    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.

    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    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.

    Spoiler:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Spoiler:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    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.

    Spoiler:
    Toxic Cloud
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Poison To Acquire:
    Intelligence
    Arcane 8
    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.


    Armors
    Spoiler:
    Spiked Half-plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 8
    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.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    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.

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 3
    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.

    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    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.

    Spoiler:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Survival 7
    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.

    Items
    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    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.

    Spoiler:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6
    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.

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Spoiler:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Allies
    Spoiler:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    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.

    Spoiler:
    Gang Enforcer
    CotCT
    Ally 1
    Traits:
    Human
    Rogue To Acquire:
    Charisma
    Diplomacy
    Stealth 7
    OR Banish A Boon 0
    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.

    Spoiler:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    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.

    Spoiler:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    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.

    Spoiler:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Trigger To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    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.

    Blessings
    Spoiler:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it. To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Spoiler:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.

    Spoiler:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die. To Acquire:
    Charisma
    Divine 4+#
    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.

    Spoiler:
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely. To Acquire:
    Charisma
    Stealth 4+#
    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.

    Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.

    Top of Blessing Discard Pile:

    The Tangled Briar:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Remaining: 27

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Aric/AAUGHWHY
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Ukuja/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Varian/Zalarian
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire:
    Charisma
    Fortitude 4+#
    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.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Heggal/kuey
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Quinn/JohnF
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Aric/AAUGHWHY
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Ukuja/Bigguyinblack
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Varian/Zalarian
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Heggal/kuey
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Quinn/JohnF
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Aric/AAUGHWHY
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Ukuja/Bigguyinblack
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Varian/Zalarian
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Heggal/kuey
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Quinn/JohnF
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Aric/AAUGHWHY
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
    Wisdom
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Ukuja/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Varian/Zalarian
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Heggal/kuey
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire:
    Strength
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Quinn/JohnF
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead. To Acquire:
    Wisdom
    Diplomacy 4+#
    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.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Aric/AAUGHWHY
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Ukuja/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Varian/Zalarian
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Heggal/kuey
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire:
    Intelligence
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Quinn/JohnF
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire:
    Strength
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Aric/AAUGHWHY
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire:
    Wisdom
    Arcane 4+#
    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.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Ukuja/Bigguyinblack
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    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.

    Location #1: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Rooftops Card 1:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Rooftops Card 2:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    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.
    Rooftops Card 3:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Rooftops Card 4:
    Korvosan Dandy
    CotCT
    Ally 1
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    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.
    Rooftops Card 5:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Rooftops Card 6:
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Rooftops Card 7:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    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.
    Rooftops Card 8:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
    Rooftops Card 9:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Location #2: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Rooftops Card 1:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    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.
    Rooftops Card 2:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    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.
    Rooftops Card 3:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Rooftops Card 4:
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it. To Acquire:
    Charisma
    Diplomacy 4+#
    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.
    Rooftops Card 5:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    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.
    Rooftops Card 6:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    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.
    Rooftops Card 7:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.
    Rooftops Card 8:
    Earthbreaker
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Melee To Acquire:
    Strength
    Melee 8
    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.
    Rooftops Card 9:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Location #3: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Heggal/kuey, Quinn/JohnF, Ukuja/Bigguyinblack, Varian/Zalarian, None
    Rooftops Card 1:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    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.
    Rooftops Card 2:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Rooftops Card 3:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Rooftops Card 4:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    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.
    Rooftops Card 5:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    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.
    Rooftops Card 6:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing To Acquire:
    Strength
    Melee 4
    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.
    Rooftops Card 7:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    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.
    Rooftops Card 8:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.
    Rooftops Card 9:
    Fugitive
    CotCT
    Story Bane 1
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.
    Rooftops Card 10:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    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.

    Location #4: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Rooftops Card 1:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.
    Rooftops Card 2:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    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.
    Rooftops Card 3:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
    Rooftops Card 4:
    Harrowed Society Student
    CotCT
    Ally 0
    Traits:
    Arcanist
    Human To Acquire:
    Charisma
    Diplomacy 6
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.
    Rooftops Card 5:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    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.
    Rooftops Card 6:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
    Rooftops Card 7:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Rooftops Card 8:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    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.
    Rooftops Card 9:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Location #5: Rooftops
    Urban
    Urban
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Rooftops Card 1:
    Gem of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
    Rooftops Card 2:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    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.
    Rooftops Card 3:
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Rooftops Card 4:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    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.
    Rooftops Card 5:
    Acadamae Student
    CotCT
    Ally 0
    Traits:
    Human
    Wizard To Acquire:
    Intelligence
    Arcane 3
    OR Charisma
    Diplomacy 6
    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.
    Rooftops Card 6:
    Returning Starknife
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 10
    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.
    Rooftops Card 7:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    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.
    Rooftops Card 8:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Rooftops Card 9:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    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.


  • Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Forgot the BYA cold damage from Wight...Shuffled Radovan in to deck

    Varian wrote:

    Hand: Blessing of the Starsong, BotG, Force Missile, Life Drain, Amadi, Binder's Tome,

    Displayed: Chain Shirt,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use. (Starshine can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Force Missile adds 2d4,force, magic to combat
    Tome adds d4, Mental to local combat and cha
    Movement: Will/must follow fugitive
    Other: Loot Pref: Sp1/TBD"

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Radovan, Fire Snake, Dog, BotSpellbound, Burning Snot, Magical Child, Zellara's Harrow Deck, Arnisant, The Locksmith, Captain's Cutlass, Thieves' Tools, The Crows (Harrow), Steal Book
    Recharged:
    Discard Pile:
    Buried Pile:


    Human Investigator Deck Handler

    Quinn explores and finds a barrier.
    It's either an Ambush (Wisdom/Perception/Stealth 8+#) or Random Barrier 1 - A Dissident Guard (Charisma/Diplomacy 6)
    Quinn chooses option #2
    Discarding Wandermeal to add his Perception (1d8+2) makes a Diplomacy 6 check an auto-success for Quinn.

    Discarding Standard Bearer to explore again, Quinn finds Abadar's Law - a Blessing 1.

    Disable 4+#=5: 1d10 + 3 ⇒ (9) + 3 = 12 Acquired.

    Discarding Abadar's Law to explore again. Quinn uncovers an Evil Eye
    Fortunately he knows all about this kind of curse!
    Discarding Compass to add his perception Knowledge 8+#=9: 1d10 + 3 + 1d8 + 2 ⇒ (5) + 3 + (5) + 2 = 15 Quinn escapes the gaze of the Evil Eye.

    End turn and reset hand, drawing Quartermaster and Caltrops.

    Quinn wrote:

    Hand: Sai, Deathbane Light Crossbow, Caltrops*, Sage's Journal*, Quartermaster, The Demon's Lantern (Harrow),

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Rooftop #3
    Hero Points: 1
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d8+2 to a local check against a bane.
    Other: Starred boons updated to new versions

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size: 6 ☐ 7
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On a local check against a barrier, you may bury an item to add your Perception.
    At the end (☑ or start) of your turn, you may examine the top card of your location.
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

    Turn Summary:
    Two barriers defeated, and a Blessing 1 acquired.

    EDIT: I forgot to draw a new alternative barrier, and simply encountered the Evil Eye. Pretend I drew (and banished) some other option.


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Hour is Gorum's Iron: On non-Attack Combat checks, add 1

    As Aric runs across the rooftops, he almost runs into a Card 4: Harrower who had set up shop on the roof, for some reason. Start of turn, Switch to TRR. End of move, examine top card: Harrower. Use Quick Change Power to switch back to Aric

    Diplomacy 4: 1d10 + 4 ⇒ (7) + 4 = 11

    He begins questioning her about what she's seen when Marianix Karn chimes in on the tele-phone to tell him about a Card 5: Returning Throwing Axe embedded in a nearby wall that he should probably pick up. Examine location after acquiring a boon to find the axe. use Quick Change Power to switch to TRR. Discard Marianix Karn to explore again. Harrow adds 1d4

    DEX 10: 1d10 + 1d4 + 2 ⇒ (3) + (4) + 2 = 9

    It would be rude to interrupt the Harrower's testimony so he sends his clockwork spy out to find it. It returns with a Card 6: Spiked Gauntlet. Display Clockwork Spy to examine then explore.

    STR 4: 1d6 ⇒ 5

    He picks it up and stashes it for later. Meanwhile, the Harrower finally finishes their testimony and mentions a woman running across the rooftops just a few minutes ago. That sound promising and he moves to continue the chase. He indeed finds someone rushing across the roofs and quickly catches up to her. He turn her around and finds, not his target, but a wise Card 7: Sage. Discard Harrower to examine then explore. Switch to Aric

    Diplomacy 4: 1d10 + 4 ⇒ (2) + 4 = 6

    He apologizes and asks her if she's seen any thing suspicious. She mentions rumors of a dangerous sea monster by the docks. He nods his head, agreeing that that does sound dangerous and takes a detour back the way he came. Aric arrives at the docks in short order and discovers exactly what the monster is: a Card 8: Reefclaw. From acquiring a boon, examine the location to find Reefclaw. Switch to TRR. Discard Sage to explore. Reveal Captain's Cutlass for Melee+1d6+1. Weapon Finesse gives me Melee:DEX+3

    Combat 11: 1d10 + 1d6 + 6 ⇒ (3) + (3) + 6 = 12
    Combat 11: 1d10 + 1d6 + 6 ⇒ (5) + (6) + 6 = 17

    Two flashes of red: one cloth, the other blood, and the Reefclaw is no more. The Red Raven makes his way back to the Rooftops and gets a visual on the Card 9: Fugitive with the rest of his team in hot pursuit! He tries to swoop up in front of her to cut her off! Discard Blessing of the Ancients to examine then explore again. Stay as TRR

    BA Perception 4: 1d8 + 2 ⇒ (7) + 2 = 9
    Acrobatics 6: 1d10 + 1d4 + 4 ⇒ (1) + (4) + 4 = 9

    He flips onto the roof but she sees it coming and jumps across the street to the next row of houses! The team starts their chase again!

    Random Roof: 1d4 ⇒ 3 Fugitive gets shuffled into Roof 4 and everyone follows

    End of turn, examine top card of location

    Random Card, 10 is Fugitive: 1d10 ⇒ 2 Ghastly Runes (From the location, which trigger to make me encounter it) or Perplexing Text (From the randoms). I'll try the text. Use Quick Change Power to switch to TRR from the Examine.

    Before she jumped, the fugitive dropped a piece of paper, Aric picks it up to try to figure out its meaning

    Knowledge 8: 1d8 + 2 ⇒ (4) + 2 = 6

    He can't decipher it.

    Aric/The Red Raven wrote:

    Hand: Spiked Gauntlet (Acquired), Gambeson, The Real Rabbit Prince, Mask of the Red Raven, Captain's Cutlass (Finesse), Masque,

    Displayed: Clockwork Spy,
    Deck: 10 Discard: 4 Buried: 0
    Notes:
    Current Character: Aric
    Kit: Rapier, Kama, Magnifying Glass
    Sideboard cards:

    Start of Ukuja's turn, display Gambeson

    Aric/The Red Raven wrote:

    Hand: Spiked Gauntlet (Acquired), The Real Rabbit Prince, Mask of the Red Raven, Captain's Cutlass (Finesse), Masque,

    Displayed: Clockwork Spy, Gambeson,
    Deck: 10 Discard: 4 Buried: 0
    Notes:
    Current Character: Aric
    Kit: Rapier, Kama, Magnifying Glass
    Sideboard cards:

    Skills and Powers:
    Aric

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [X] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card:
    Hand Size: 6
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck.

    The Red Raven

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d4 [ ] +1

    Favored Card:
    Hand Size: 4
    Proficient with: Light Armors, Weapons
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)
    Random Card(s) Used: Ally 1-3 used, Barrier 1 and 2 used
    Additional Info 1: turn lists 14..should be 3

    Rooftop #1 1-9 remain
    Rooftop #2 1-9 remain

    Everyone - Rooftop #4 Random 1-10 remain // 2 is replaced by Perplexing Text
    Rooftop #5 1-9 remain


    deck handler Desired upgrades Blessing 3, Blessing 4, Ally 4

    Prayer: When this is the hour: No effect.

    The chase continues. Leryn points out some runes and Ukuja feels the urge to investigate them.

    Examine Ghastly Runes. Trigger: Encounter Ghastly Runes. Location effect encounter random barrier #3 Shrieky Plant instead.

    "Silly Leryn. These are plants not runes."

    Rooftops #4 card 2: Shrieky Plant:

    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Survival 6: 1d10 + 4 ⇒ (6) + 4 = 10

    "Here Heggal, You might need this." Pass Heggal Stone Axe +1.

    take free explore ignoring card 2: 1d10 ⇒ 9

    Rooftop #4 card 9: Rat Swarm:

    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Of course a place like this would have rats.

    combat 9 revealing Wendifisa Spear discarding The Avalanche to bless twice and drawing Frilled Lizard, revealing Varian's Binder's Tome: 3d10 + 1d12 + 1d4 + 5 ⇒ (1, 3, 7) + (7) + (1) + 5 = 24

    Discard Frog to explore ignoring 2 and 9: 1d10 ⇒ 3

    Rooftops #4 card 3: Rooftops Card 3: Flame Staff:

    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    A staff seems to be propping up some things. Ukuja leaves it alone. Banished.

    Discard Mouse to explore ignoring 2, 3, and 9: 1d10 ⇒ 8

    Card 8 is a barrier so Mouse is recharged instead. Locked Door or random barrier #4 Ingratiating Minion. Choosing Locked Door.

    Rooftops #4 card 8 Locked Door:

    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    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.

    Ukuja borrows Quinn's book to deal with the door. Using it to break the lock was probably wrong.

    Burying Quinn's Sage's Journal.

    Disable 6 +1 burying Quinn's Sage's Journal: 1d4 + 1d10 + 3 ⇒ (1) + (7) + 3 = 11

    "Sorry man." Ukuja passes back what is left.

    Taking free explore from defeating door. Ignoring 2, 3, 8, and 9: 1d10 ⇒ 10

    "Found her!"

    Rooftops #4 card 10: Fugitive:
    Fugitive
    Story Bane Barrier 1

    Traits
    Task

    Check
    Dexterity
    Charisma
    Acrobatics
    Diplomacy
    6

    Powers
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.

    Autopass BYA Perception 4 check.

    Acrobatics 6 including bonus from Key Harrow: 1d10 + 1d4 + 2 ⇒ (6) + (1) + 2 = 9

    Rooftops #4 is closed.

    Fugitive escapes to: 1d3 ⇒ 2

    She escapes to rooftops #2 and we all follow her.

    Ukuja wrote:

    Hand: Frilled Lizard, Wendifisa Spear, Crow, Cloud Puff (plant), Blessing of the Elements (1), Blessing of the Green Faith (2), Dwarf Caiman,

    Displayed: Leryn, White Tiger,
    Deck: 8 Discard: 2 Buried: 1
    "Current Location: Tenement
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings and Cloud Puff are available for use.

    Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

    Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.

    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Javelin, Blessing of the Elements (2), Cure, Hatchet, Call Animal, Fire Gecko
    Recharged: Blessing of the Green Faith (1), Mouse,
    Discard Pile: The Avalanche, Frog,
    Buried Pile: Charm Animal,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).

    Heggal passed Stone Axe +1.
    Quinn's Sage's Journal buried.
    Rooftop #4 closed.
    We are now at Rooftop #2


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: None
    Turn Order: Varian, Heggal, Quinn, Aric, Reta, Ukuja

    Turn - Hour: 6 - Blessings Deck Card 3 Varian/Zalarian
    The Tyrant

    Hour Rules: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    SOT: Reveal Amadi to look at top of deck (Dog) and choose to keep there
    Give Card: None
    Move: Stay at Rooftops #2

    Random Rooftop #2 Card: 1d10 ⇒ 4 Rooftops Card 4: The Betrayal reveal binder's tome

    Charisma Check DC 4+1=5: 1d6 + 1d4 ⇒ (6) + (2) = 8 Success

    The Betrayal :

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it. To Acquire:
    Charisma
    Diplomacy 4+#
    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.

    Will discard Amadi to explore again
    Random Rooftop #2 Card ignore 4: 1d10 ⇒ 8 Rooftops Card 8: Earthbreaker

    Will discard The Betrayal to bless twice and recharge force missile for urban help

    Strength Check DC 8: 1d6 + 2d6 + 1d4 + 1 ⇒ (4) + (6, 3) + (1) + 1 = 15 Success

    Earthbreaker:

    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Melee To Acquire:
    Strength
    Melee 8
    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.

    Will discard BotG to copy hour and explore
    Random Rooftop #2 Card ignore 4 & 8: 1d10 ⇒ 1 Rooftops Card 1: Wounded Wanderer or Ill Tidings - choose Ill Tidings

    Ill Tidings :

    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    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.

    Encounter: Blessings Deck Card 4 Blessings Deck Card 4 Heggal/kuey Orison

    Wisdom Check DC 2: 1d6 + 0 ⇒ (4) + 0 = 4 Success

    Orison:

    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Will discard Orison to explore
    Random Rooftop #2 Card ignore 1,4,8: 1d10 ⇒ 41d10 ⇒ 6 Rooftops Card 6: Warband or random Barrier
    Out of Barriers from last one; considered looking at unused barriers from closed locations or prior posts but a bit tricky to make sure not used so pausing for now.

    Reminder of Scenario changes:

    The Harrow suit is Keys.
    Add 1d4 to Dexterity non-combat checks.
    When you play your harrow, you may draw a card and you may give a card to another player.
    When the Fugitive is defeated, the location it came from closes automatically. Shuffle the Fugitive into another location, then all characters move to that location.
    Additional Rules: =
    Danger: Each time you encounter the danger, randomly choose a new barrier.
    Villain: None
    Closing Henchmen: None*


    So there's been a few oddities which I'll bring up to inform the players, but I don't think anything needs to be retconned.

    Quinn defeated Dissident Guard, which lets you draw a new ally when defeated, but never drew a new ally.

    Aric examined and triggered Ghastly Runes, then banished it with the location power to instead encounter Perplexing Text.
    What should have then happened is that, since Perplexing Text was undefeated, it would be shuffled back into the location... except it was a summoned card, so it would end up banished instead, clearing it from the location.

    However, Ukuja treated it as if Ghastly Runes was still on top of the location, whilst it was banished when it was replaced (and then the replacement was banished).

    ===========================

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • All characters start at the Tenement.

  • When the Fugitive is defeated, the location it came from closes automatically. Shuffle the Fugitive into another location, then all characters move to that location.

    Additional Rules: =

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: None*

    (*The Fugitive starts at the Tenement, auto-closes locations she's defeated in, then moves on to a new location.)

    Scenario Level (#): 1

    Turn: 17, Varian/Zalarian

    Random Cards:

    Monsters
    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    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.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    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.

    Spoiler:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    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.

    Spoiler:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    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.

    Barriers
    Spoiler:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    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.

    Spoiler:
    Symbol of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Spoiler:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.

    Spoiler:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    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.

    Spoiler:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    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.

    Weapons
    Spoiler:
    Light Crossbow
    Core
    Weapon 0
    Traits:
    Bow
    Ranged To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Spoiler:
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    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.

    Spoiler:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    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.

    Spoiler:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    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.

    Spoiler:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff To Acquire:
    Strength
    Melee 4
    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.

    Spells
    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    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.

    Spoiler:
    Burst Bonds
    CotCT
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 5
    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.


    Spoiler:
    Life Drain
    Core
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    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.

    Spoiler:
    Force Missile
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Force
    Magic To Acquire:
    Intelligence
    Arcane 4
    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.

    Spoiler:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    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.

    Armors
    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    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.

    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    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.

    Spoiler:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    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.

    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    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.

    Spoiler:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    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.

    Items
    Spoiler:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    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.


    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    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.

    Spoiler:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Spoiler:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Spoiler:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Allies
    Spoiler:
    Burglar
    CotCT
    Ally 0
    Traits:
    Human
    Trigger To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    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.

    Spoiler:
    Priest of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    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.

    Spoiler:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    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.

    Spoiler:
    Harrowed Society Student
    CotCT
    Ally 0
    Traits:
    Arcanist
    Human To Acquire:
    Charisma
    Diplomacy 6
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Blessings
    Spoiler:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    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. To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

    Spoiler:
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed. To Acquire:
    Wisdom
    Knowledge 4+#
    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.

    Spoiler:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire:
    Wisdom
    Acrobatics 4+#
    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.

    Spoiler:
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.

    Spoiler:
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed. To Acquire:
    Wisdom
    Melee 4+#
    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.

    Hour Power: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    Top of Blessing Discard Pile:

    The Tyrant:
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Remaining: 23

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Heggal/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Quinn/JohnF
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Aric/AAUGHWHY
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Ukuja/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Varian/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Heggal/kuey
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Quinn/JohnF
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Aric/AAUGHWHY
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Ukuja/Bigguyinblack
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Varian/Zalarian
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Heggal/kuey
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Quinn/JohnF
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
    Wisdom
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Aric/AAUGHWHY
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Ukuja/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Varian/Zalarian
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire:
    Strength
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Heggal/kuey
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead. To Acquire:
    Wisdom
    Diplomacy 4+#
    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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Quinn/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Aric/AAUGHWHY
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Ukuja/Bigguyinblack
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Varian/Zalarian
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire:
    Intelligence
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Heggal/kuey
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire:
    Strength
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Quinn/JohnF
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire:
    Wisdom
    Arcane 4+#
    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.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Aric/AAUGHWHY
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    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.

    Location #1: Rooftops
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None

    Rooftops Card 1:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Rooftops Card 2:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    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.
    Rooftops Card 3:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Rooftops Card 4:
    Korvosan Dandy
    CotCT
    Ally 1
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    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.
    Rooftops Card 5:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Rooftops Card 6:
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Rooftops Card 7:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    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.
    Rooftops Card 8:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
    Rooftops Card 9:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Location #2: Rooftops
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Heggal/kuey, Quinn/JohnF, Ukuja/Bigguyinblack, Varian/Zalarian, None
    Rooftops Card 1 (Warband):
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    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.
    Rooftops Card 2:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    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.
    Rooftops Card 3:
    Fugitive
    CotCT
    Story Bane 1
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.
    Rooftops Card 4:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.
    Rooftops Card 5:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Rooftops Card 6:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
    Rooftops Card 7:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    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.

    Location #5: Rooftops
    Urban
    Urban
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Rooftops Card 1:
    Gem of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
    Rooftops Card 2:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    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.
    Rooftops Card 3:
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Rooftops Card 4:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    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.
    Rooftops Card 5:
    Acadamae Student
    CotCT
    Ally 0
    Traits:
    Human
    Wizard To Acquire:
    Intelligence
    Arcane 3
    OR Charisma
    Diplomacy 6
    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.
    Rooftops Card 6:
    Returning Starknife
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 10
    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.
    Rooftops Card 7:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    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.
    Rooftops Card 8:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Rooftops Card 9:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    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.


  • Human Investigator Deck Handler

    The failure to draw an ally is losing the party a potential deck upgrade; that's probably the most significant omission.


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Continuing turn..choosing to encounter random barrier with Harrow benefit

    Acrobatics Check DC 4: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11 Success
    "Acid spraying skulls....Oldest trick in the books!"

    Acid-spraying Skull :

    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    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.

    EOT: End Turn, Recovery, and Reset hand

    "

    Varian wrote:

    Hand: Life Drain, Binder's Tome, Blessing of the Starsong, Dog, Arnisant, Thieves' Tools,

    Displayed: Chain Shirt,
    Deck: 12 Discard: 4 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use. (Starshine can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Tome adds d4, Mental to local combat and cha
    Movement: Will/must follow fugitive
    Other: Loot Pref: Sp1/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Fire Snake, Radovan, Captain's Cutlass, Steal Book, The Crows (Harrow), Burning Snot, Magical Child, Zellara's Harrow Deck, Earthbreaker, BotSpellbound, The Locksmith
    Recharged: Force Missile,
    Discard Pile:Amadi, The Betrayal, BotG, Orison,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +1
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Perception: Wisdom +1

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    □ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (6)
    Random Card(s) Used: Barrier 1 used
    Additional Info 1: turn lists 17..should be 6
    Rooftop #1 1-9 remain
    Everyone - Rooftop #2 2-7 remain
    Rooftop #5 1-9 remain


    deck handler

    Out of Turn Updates: Receive Stone Axe +1 from Ukuja
    Turn Order: Varian, Heggal, Quinn, Aric, Reta, Ukuja,
    Turn: Turn 7: Hour of Desna's Freedom
    Hour Power: On each check, the first blessing played to bless may be played freely.
    SOT: Nil
    Give Card: Pass Stone Axe +1 to Ukuja.
    Move: Stay Location #2: Rooftops
    Explore:

    #2: Tinker:

    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    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.

    Reveal Sage for +1d4+1.
    Diplomacy DC6: 1d10 + 2 + 1d4 ⇒ (2) + 2 + (3) = 7 ==> Acquired.

    Discard Sage to explore again.

    #3: Fugitive:

    CotCT
    Story Bane 1
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.

    Reveal Tinker for +1d4+1.
    BYA: Wisdom DC4: 1d8 + 1d4 + 1 ⇒ (5) + (4) + 1 = 10
    Diplomacy DC6: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (1) = 10 ==> Defeated!

    Location #2: Rooftops automatically closed!
    Which location: 1=#1, 2=#5: 1d2 ⇒ 2 ==> #5
    Fugitive shuffled into Location #5: Rooftops, and Everyone follows!

    End Turn: Reset hand.

    "

    Heggal wrote:

    Hand: Inflict, Fireblade, Heavy Wooden Shield, Bodyguard, Tinker,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Current Location: #5: Rooftops
    Hero Points: 1
    XP: 4
    Reroll: Yes
    NOTES:
    Available Support: Bodyguard: recharge to reduce damage on any local character by 3
    Tinker: recharge for +1d4 to local acquire or Craft

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Banner, Augury, Lookout, Blessing of the Samurai 2, Standard Bearer, Kikko Armor, Blessing of the Samurai 3, Retainer, Katana +1, Portable Ram, Cat-o'-Nine-Tails
    Recharged: The Peacock,
    Discard Pile: Blessing of the Samurai, Spider, Sage,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1) to your check.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (6)
    Notes for Ukuja: Received Stone Axe +1 from Heggal.
    Random Card(s) Used: Barrier 1 used
    Additional Info 1: turn lists 17..should be 6

    Rooftop #1 1-9 remain

    Everyone - Rooftop #5 random(1-10) remain // 10=Fugitive


    Human Investigator Deck Handler

    Off turn correction: Quin reloads Random Ally #1 - a Burglar.

    The hour is The Teamster After your first exploration of your turn, you may discard a card to explore

    Quinn explores Rooftop 5, and finds Random card: 1d10 ⇒ 7 a Concealed Hatch (or a Symbol of Sleep)

    Quinn chooses to encounter the Concealed Hatch.

    BA: Perception 5: 1d8 + 2 ⇒ (5) + 2 = 7 No increase in difficulty.
    Disable 3+0: 1d10 + 2 ⇒ (7) + 2 = 9 ... which makes that rather easy for Quinn!

    Quinn discards The Demon's Lantern (his Harrow) to explore again, and draws a card - the Burglar. (What a surprise)

    He finds Random Card: 1d10 ⇒ 10 The Fugitive
    It's probably a good idea for Quinn to choose to encounter the Fugitive

    BA: Perception 4: 1d8 + 2 ⇒ (2) + 2 = 4 No increase in difficulty
    (recharging Burglar to add 1d10) Diplomacy 6: 1d6 + 2 + 1d10 ⇒ (4) + 2 + (3) = 9

    The Fugitive is defeated. Everybody moves to Rooftop #1.

    Quinn ends his turn and resets his hand, drawing his Helpful Haversack and a Blessing of the Quartermaster

    Quinn wrote:

    Hand: Sai, Deathbane Light Crossbow, Caltrops*, Helpful Haversack*, Quartermaster, Blessing of the Quartermaster,

    Displayed:
    Deck: 7 Discard: 5 Buried: 1
    Current Location: Rooftop #1
    Hero Points: 1
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d8+2 to a local check against a bane.
    Other: Starred boons updated to new versions

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size: 6 ☐ 7
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On a local check against a barrier, you may bury an item to add your Perception.
    At the end (☑ or start) of your turn, you may examine the top card of your location.
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

    Turn Summary:
    Rooftop #5 closed - only Rooftop #1 left!
    Random Ally #1 and Random Barrier #2 used.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (6)
    Notes for Ukuja: Received Stone Axe +1 from Heggal.
    Random Card(s) Used: Ally 1 & Barriers 1-2 used
    Additional Info 1: turn lists 17..should be 6

    Rooftop #1 random(1-10) remain // 10=Fugitive

    Everyone - Rooftop #5 BANISHED


    Correction; as AAUGHWHY pointed out, a 'new' card and a 'summoned' card are not actually the same thing. Whilst the aforementioned Ghastly Runes should've been replaced with Perplexing Text - the latter was certainly still in the location deck (however, it should've been shuffled in).

    =============================

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • All characters start at the Tenement.

  • When the Fugitive is defeated, the location it came from closes automatically. Shuffle the Fugitive into another location, then all characters move to that location.

    Additional Rules: =

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: None*

    (*The Fugitive starts at the Tenement, auto-closes locations she's defeated in, then moves on to a new location.)

    Scenario Level (#): 1

    Turn: 20, Aric/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    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.

    Spoiler:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    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.

    Spoiler:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    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.

    Barriers
    Spoiler:
    Mob of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    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.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    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.

    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    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.

    Weapons
    Spoiler:
    Elven Curve Blade
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 8
    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.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    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.

    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    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.

    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    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.

    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    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.

    Spells
    Spoiler:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    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.


    Spoiler:
    Elemental Treaty
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    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.


    Spoiler:
    Sonic Blast
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    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.


    Spoiler:
    Frost Ray
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic To Acquire:
    Intelligence
    Arcane 7
    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.


    Spoiler:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    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.

    Armors
    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    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.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    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.

    Spoiler:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    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.

    Spoiler:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    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.

    Spoiler:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    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.

    Items
    Spoiler:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    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.

    Spoiler:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object To Acquire:
    Intelligence
    Craft 4
    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.

    Spoiler:
    Wand of Acid Burst
    CotCT
    Item 1
    Traits:
    Acid
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 6
    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.


    Spoiler:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool To Acquire:
    Wisdom
    Perception 10
    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.


    Allies
    Spoiler:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    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.

    Spoiler:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    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.

    Spoiler:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    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.

    Spoiler:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Spoiler:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Blessings
    Spoiler:
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed. To Acquire:
    Wisdom
    Melee 4+#
    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.

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Spoiler:
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.

    Spoiler:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Spoiler:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2. To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Hour Power: On your Intelligence or Wisdom check, the difficulty is increased by 3.

    Top of Blessing Discard Pile:

    The Eclipse:
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    Blessings Remaining: 20

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Ukuja/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Varian/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Heggal/kuey
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Quinn/JohnF
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Aric/AAUGHWHY
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Ukuja/Bigguyinblack
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Varian/Zalarian
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Heggal/kuey
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Quinn/JohnF
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
    Wisdom
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Aric/AAUGHWHY
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Ukuja/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Varian/Zalarian
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire:
    Strength
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Heggal/kuey
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead. To Acquire:
    Wisdom
    Diplomacy 4+#
    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.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Quinn/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Aric/AAUGHWHY
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Ukuja/Bigguyinblack
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Varian/Zalarian
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire:
    Intelligence
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Heggal/kuey
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire:
    Strength
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Quinn/JohnF
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire:
    Wisdom
    Arcane 4+#
    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.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Aric/AAUGHWHY
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    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.

    Location #1: Rooftops
    Urban
    At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Heggal/kuey, Quinn/JohnF, Ukuja/Bigguyinblack, Varian/Zalarian, None

    Rooftops Card 1:
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Rooftops Card 2:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Rooftops Card 3:
    Korvosan Dandy
    CotCT
    Ally 1
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    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.
    Rooftops Card 4:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    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.
    Rooftops Card 5:
    Fugitive
    CotCT
    Story Bane 1
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.
    Rooftops Card 6:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    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.
    Rooftops Card 7:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Rooftops Card 8:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Rooftops Card 9:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Rooftops Card 10:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human To Acquire:
    Charisma
    Diplomacy 4
    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.


  • Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Hour is the Eclipse: difficulty of INT/WIS checks is increased by 3. Switch to TRR. End of move, examine location find the Joke. Switch back to TRR

    As Aric runs across the rooftops, he runs into the harrower again. They give him a card: Card 1: The Joke

    INT 8: 1d8 ⇒ 1

    He can't remember what it means and doesn't have the time to stop and ask. he continues his chase. He sees a small child looking distressed down on street level. He jumps down to see how he can help the Card 2: Lost Local. Discard The Real Rabbit Prince to explore again Also, I'll draw a card cuz I remembered I could do that this time: Psychic Detective. My checks are blessed.

    Random Character. 1-U, 2-V, 3-H, 4-Q, 5-A: 1d5 ⇒ 4 Quinn has my The Real Rabbit Prince.

    Diplomacy 5: 2d10 + 4 ⇒ (9, 5) + 4 = 18

    The kid lost sight of their parent and wandered off to find them, getting even more lost in the process. He comforts the child and calls his Psychic Detective over the tele-phone to see if she could scan the area for the child's parent. A few moments later, the detective calls back: the child's parent is the Card 3: Korvosan Dandy a few blocks away. Aric guides the child back. Discard Psychic Detective to examine the explore again

    Diplomacy 9: 1d10 + 4 ⇒ (2) + 4 = 6

    The pair are reunited and immediately leave to go home. It's surely been a tiring and scary day for them. Aric climbs back to the rooftops.

    End turn. Also I just realized I forgot to do the location power for the Lost Local, but I probably would have picked that one anyway

    Aric/The Red Raven wrote:

    Hand: Spiked Gauntlet (Acquired), Spring Blade +1 (Finesse), Spyglass, Mask of the Red Raven, Captain's Cutlass (Finesse), Masque,

    Displayed: Clockwork Spy, Gambeson,
    Deck: 7 Discard: 5 Buried: 0
    Notes:
    Current Character: Aric
    Kit: Rapier, Kama, Magnifying Glass
    Sideboard cards:

    Skills and Powers:
    Aric

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [X] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card:
    Hand Size: 6
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck.

    The Red Raven

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d4 [ ] +1

    Favored Card:
    Hand Size: 4
    Proficient with: Light Armors, Weapons
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (6)
    Notes for Quinn: You now have my The Real Rabbit Prince
    Additional Info 1: turn lists 17..should be 6

    Everyone - Rooftop #1 4-10 remain


    deck handler Desired upgrades Blessing 3, Blessing 4, Ally 4

    Calistria's Sting: When this is the hour: You may avenge by discarding a card.

    She is running out of places to hide. Leryn reports a nearby Goblin Troublemaker.

    Rooftops #1 Card 4: Goblin Troublemaker:

    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    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.

    Banish Cloud Puff (plant) to prevent AYA effect.

    combat 9 revealing Stone Axe +1 for survival and discarding it: 1d10 + 3d6 + 5 ⇒ (8) + (3, 5, 5) + 5 = 26

    Discard Blessing of the Elements (1) to explore.

    I think I technically look at a random barrier at this point and choose to banish it.

    Rooftops Card 5: Fugitive:

    CotCT
    Story Bane 1
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.

    acrobatics 6 discarding Blessing of the Green Faith (2) and aided by Key Harrow: 2d10 + 1d4 + 2 ⇒ (4, 4) + (3) + 2 = 13

    Ukuja chases her down and finally catches her.

    We win!


    COMPLETED SCENARIO 1D: KINGKILLER

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Ukuja, Heggal, Varian -> Tier 1, 5XP
    Quinn -> Tier 2, 1XP
    Aric -> Tier 2, 3XP

    SCENARIO REWARD:

  • Rally the supporter Trinia Sabor.
    I'll be adding in her Supporter Text in the spreadsheet in about an hour; I'll alert you in Discord once it's updated.

    DEVELOPMENT:

    As the tearful girl is led to the guillotine, Queen Ileosa steps before the blood-bent crowd. She is surrounded by female warriors clad from crown to sole in gleaming silver plate. The Gray Maidens.
      
    “Korvosans!” calls the queen. “We have suffered greatly these past weeks. Before you is the source of your anguish. Be not deceived by her timidity—she is a black-hearted assassin. Let us usher in a new dawn with justice! Off with her head!”
      
    The executioner raises a mighty axe. The girl cringes in the block. With one swing—
      
    THWACK
      
    The executioner screams as a dagger embeds itself in his hand. A cry echoes through the crowded courtyard: “By the gods! It’s Blackjack!”
      
    A man in a black mask and hooded cloak cascades to the gallows and turns to the crowd. “Yes indeed! Let us usher in justice for Korvosa! Down with the queen!”
      
    In the predictable chaos, Blackjack and Trinia vanish. The queen huffs and is escorted away. And you have a choice to make.
      
    Korvosa. Never a dull moment.

    PERSONALIZED DEVELOPMENT:
    As the tearful girl is led to the guillotine, Queen Ileosa steps before the blood-bent crowd. She is surrounded by female warriors clad from crown to sole in gleaming silver plate. The Gray Maidens. Quinn is tense - she hadn't received any form of trial; what justice was this? Aric harbors similar doubts, but conceals it better than the investigator - his face stern, his eyes faraway; as if his features were but a mask holding back a different person.
      
    “Korvosans!” calls the queen. “We have suffered greatly these past weeks. Before you is the source of your anguish. Be not deceived by her timidity—she is a black-hearted assassin. Let us usher in a new dawn with justice! Off with her head!”
      
    The executioner raises a mighty axe. The girl cringes in the block. Heggal resists the urge to look away. Ukuja spots a flicker of black out of the corner of his eye. With one swing—
      
    THWACK!
      
    The executioner screams as a dagger embeds itself in his hand. A cry echoes through the crowded courtyard: “By the gods! It’s Blackjack!”
      
    A man in a black mask and hooded cloak cascades to the gallows and turns to the crowd. “Yes indeed! Let us usher in justice for Korvosa! Down with the queen!”
      
    In the predictable chaos, Blackjack and Trinia vanish. The queen huffs and is escorted away. And you have a choice to make.
      
    'Korvosa. Never a dull moment.' Varian muses, fascinated by the spectacle, and the implications of it.

    ACQUIRED CARDS:

    Mouse (Ally 0)
    Sage (Ally 0)
    Spider (Ally 0)
    Frog (Ally 0)
    Dog (Ally 0)
    Burglar (Ally 0)
    Harrower (Ally 0)
    Bodyguard (Ally 1)
    Tinker (Ally 1)

    Chain Shirt (Armor 0)

    Orison (Blessing 0)
    The Locksmith (Blessing 1)
    Abadar's Law (Blessing 1)
    The Betrayal (Blessing 1)

    Elixir of Healing (Item 0)

    Earthbreaker (Weapon 1)


  • COMPLETED ADVENTURE 1: EDGE OF ANARCHY

    ADVENTURE REWARD:

  • The party gains a supporter feat.

    This is detailed in the campaign header, but in short...

    This means that each character independently chooses a Supporter and checks off their feat power. Multiple players can choose the same Supporter.
    These feat powers can only be used by the character who has earned/checked off that feat.

    For example, if Ukuja applied his feat to Vencarlo Orisini and Varian applied his feat to Trinia Sabor; then Ukuja could not use Trinia Sabor's second power if Ukuja displayed her, just as Varian couldn't use Vencarlo Orisini's second power if Varian displayed him.

    In this case, however, Ukuja could display Vencarlo Orisini and use his second power to let Varian reroll a combat check, just as Varian could display Trinia Sabor and use her second power to heal Ukuja. Supporters are worded such that they care about who has displayed them and are burying them - they don't care who the target of their effect is, for those where you're allowed to choose.

    Player's feat choices will be tracked in the Supporter Sheet.


  • ADVENTURE 1: SEVEN DAYS TO THE GRAVE

    DURING THIS ADVENTURE

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    A new Harrow Suit, a new skill being buffed, new harrow blessings; and a different benefit for playing them.

    It's also now important to note that any blessings you acquire of the Shields suit are treated as Level 2 when choosing deck upgrades. This is because Curse of the Crimson Throne doesn't add new AD2+ blessings (for the most part), so this Sanctioning rule helps players still get blessings upgrades.


  • A big thank you to JohnF (Quinn) for producing the scenario text and powers for me at this time.

    SCENARIO 2A: RATS AND THE SINKING SHIP

    "The plague!" wails the town crier between coughs. "O the mournful plague!"

    Korvosa is in the grip of a death plague called the blood veil. It came out of nowhere shortly after the riots and fires. Could it be tied to evil spirits displeased at the death of King Eodred? The return of the hero vigilante Blackjack? The Shoanti warriors preparing an attack on the city? All these conspiracy theories and more accompany the most virulent disease to strike Korvosa in decades.

    "We are overwhelmed." says Ishani Datri, a charitable acolyte from the Bank of Abadar. "We could not cure all the citizens even if they could pay as to do so, as is the norm. We need to find the source of the plague, and most hurriedly."

    Your guard commander, Field Marshal Cressida Kroft, outlines several leads, each more gruesome than the last.

    First, the city guards sunk an unmanned ship called the Direption that floated into the Jeggare River. Was it a plague ship?

    Second, a torchbearing mob hunts the sewer wererat Girrigz for plotting to overthrow the surface dwellers. Is this just drunken dockworker talk or the source of the plague?

    Third, the plague carters report an illegal corpse-dumping operation near Giortorri's Toy Shop. Do Korvosa's long-toothed residents have a reason to drum up more bodies?

    Finally, a house party - during a plague! - at Carowyn's Manor has been quarantined because of a zombie outbreak. Did the deadly plague just take a more sinister turn?

    Somewhere, someone knows why Korvosa's fate hangs in the grip of the blood veil.

    SETUP:

  • After building the locations, shuffle an ally into each.

    LOCATIONS:

    + Base
    1 - Fishery
    1 - Twisting Passages
    2 - River
    3 - Docks
    4 - Caves
    5 - Alley

    THREAT LIST:

  • Danger: Blood Veil, Wererat
  • Villain: None
  • Closing Henchmen: Girrigz, Wererats - Proxy A

    DURING THIS SCENARIO:

  • When you close your location, before banishing its cards, search it, then you may shuffle all of its cards into another location.

  • When you defeat Girrigz, add the new location Ship and shuffle the villain Yvicca into it. All Proxy A cards are now Blood Veil, and the Wererat is no longer a danger.

  • To win, defeat and corner Yvicca.

    ================================================

    HARROWING:

    Varian's Harrow - The Sickness:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+#
    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.

    Aric's Harrow - The Brass Dwarf:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+#
    On any Constitution check, discard to bless twice. Discard to explore.

    Heggal's Harrow - The Survivor:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore.

    Ukuja's Harrow - The Mountain Man:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore.

    Quinn's Harrow - The Waxworks:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+#
    On your check, discard this card and another card to bless twice. Discard to explore.


  • During This Adventure:

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you close your location, before banishing its cards, search it, then you may shuffle all of its cards into another location.

  • When you defeat Girrigz, add the new location Ship and shuffle the villain Yvicca into it. All Proxy A cards are now Blood Veil, and the Wererat is no longer a danger.

  • To win, defeat and corner Yvicca.

    Additional Rules: =

  • Danger: Blood Veil, Wererat
  • Villain: None
  • Closing Henchmen: Girrigz, Wererats - Proxy A

    Scenario Level (#): 2

    =======================

    Location #1: Fishery
    Aquatic
    Urban
    Wild
    At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
    When Closing: Summon and defeat the story bane Jigsaw Shark.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Cave
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Alley
    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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #7: Base
    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 ?: 5
    Located/Displayed Here: None


  • deck handler Desired upgrades Blessing 3, Blessing 4, Ally 4

    I'm going to start at the Base. Cohorts will be Leryn and Python. Favored card will be weapon.

    Ukuja wrote:

    Hand: Stone Axe +1, Javelin, Blessing of the Green Faith (2), Blessing of the Green Faith (1), Frilled Lizard, Cure, Blessing of Milani, The Mountain Man,

    Displayed: Leryn, Python,
    Deck: 9 Discard: 0 Buried: 0
    "Current Location: Base
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings and Cloud Puff are available for use.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

    Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.

    The Mountain Man: On a Strength or Constitution check, after the roll, discard to add 3

    Movement: Move me to Twisting Passages if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crow, Fire Gecko, Hatchet, Call Animal, Blessing of the Elements, Dwarf Caiman, Cloud Puff (plant), Wendifisa Spear, Charm Animal
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Varian - CotCT-2A: RATS AND THE SINKING SHIP

    Starting Location Fishery
    Loot
    Will put Spellbook into box and put Zellara's Harrow Deck into deck
    Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
    Will display Radovan on turn 1 after SOT

    "

    Varian wrote:

    Hand: The Sickness (Harrow), Captain's Cutlass, Life Drain, Binder's Tome, Blessing of the Starsong, Magical Child, Burning Snot,

    Displayed: Radovan,
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Tome adds d4, Mental to local combat and cha
    Magical Child to add magic anywhere
    burning snot to add d4 and fire to local check
    Movement: Order for my movement: Fishery, Twisting Passages, Docks, Alley, Base, River, Cave
    Other: Loot Pref: Sp1/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Zellara's Harrow Deck, BotSpellbound, Arnisant, Thieves' Tools, Rodrick, Steal Book, BotG, Fire Snake, Force Missile
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +1
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Perception: Wisdom +1

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    □ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "


    Human Investigator Deck Handler

    Quinn will start at the Docks

    Quinn wrote:

    Hand: Sai, Leather Armor*, Sage's Journal*, Helpful Haversack*, Masterwork Tools, Blessing of Abadar, The Waxworks (Harrow),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d8+2 to a local check against a bane.
    Other: Starred boons updated to new versions

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size: 6 ☐ 7
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On a local check against a barrier, you may bury an item to add your Perception.
    At the end (☑ or start) of your turn, you may examine the top card of your location.
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Starting Location: Fishery

    Starting Character: Aric

    Aric/The Red Raven wrote:

    Hand: Blessing of the Ancients, Dandy Brute, Clockwork Spy, Masque, Cockroach Cloak, Mask of the Red Raven,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes:
    Current Character: Aric
    Kit: Rapier, Patrician's Armor, Magnifying Glass
    Sideboard cards:

    Skills and Powers:
    Aric

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [X] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card:
    Hand Size: 6
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck.

    The Red Raven

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d4 [ ] +1

    Favored Card:
    Hand Size: 4
    Proficient with: Light Armors, Weapons
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    Start of first turn, display Cockroach Cloak

    Aric/The Red Raven wrote:

    Hand: Blessing of the Ancients, Dandy Brute, Clockwork Spy, Masque, The Brass Dwarf (Harrow), Mask of the Red Raven,

    Displayed: Cockroach Cloak,
    Deck: 13 Discard: 0 Buried: 0
    Notes: Brass Dwarf: Bless CON Check twice
    Current Character: Aric
    Kit: Rapier, Patrician's Armor, Magnifying Glass
    Sideboard cards:

    Skills and Powers:
    Aric

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [X] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card:
    Hand Size: 6
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck.

    The Red Raven

    Spoiler:
    Skills:
    Strength d6 [ ] +1 [ ] +2
    Dexterity d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom+2
    Charisma d4 [ ] +1

    Favored Card:
    Hand Size: 4
    Proficient with: Light Armors, Weapons
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)



    Heggal will go ahead and start at the river.


    During This Adventure:

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you close your location, before banishing its cards, search it, then you may shuffle all of its cards into another location.

  • When you defeat Girrigz, add the new location Ship and shuffle the villain Yvicca into it. All Proxy A cards are now Blood Veil, and the Wererat is no longer a danger.

  • To win, defeat and corner Yvicca.

    Additional Rules: =

  • Danger: Blood Veil, Wererat
  • Villain: None
  • Closing Henchmen: Girrigz, Wererats - Proxy A

    Scenario Level (#): 2

    Turn: 1, Varian/Zalarian

    Random Cards:

    Monsters
    Spoiler:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Spoiler:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Spoiler:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Spoiler:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Barriers
    Spoiler:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.

    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    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.

    Spoiler:
    Mob of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    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.

    Spoiler:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.

    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    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.

    Weapons
    Spoiler:
    Returning Starknife
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 10
    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.

    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    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.

    Spoiler:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 10
    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.

    Spoiler:
    Snakebite Dagger
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 7
    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.

    Spoiler:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling To Acquire:
    Dexterity
    Ranged 3
    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.

    Spells
    Spoiler:
    Toxic Cloud
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Poison To Acquire:
    Intelligence
    Arcane 8
    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.


    Spoiler:
    Sanctuary
    CotCT
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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


    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    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.

    Spoiler:
    Sonic Blast
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    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.


    Spoiler:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    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.

    Armors
    Spoiler:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    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.

    Spoiler:
    Quilted Cloth Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    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.

    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    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.

    Spoiler:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    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.

    Spoiler:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 5
    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.

    Items
    Spoiler:
    Ring of Evasion
    CotCT
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Arcane
    Craft 9
    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.

    Spoiler:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Spoiler:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Spoiler:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Spoiler:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Allies
    Spoiler:
    Priest of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    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.

    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    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.

    Spoiler:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    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.

    Spoiler:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    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.

    Spoiler:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    Blessings
    Spoiler:
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    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.

    Spoiler:
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire:
    Dexterity
    Survival 4+#
    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.

    Spoiler:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Spoiler:
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed. To Acquire:
    Wisdom
    Knowledge 4+#
    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.

    Spoiler:
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    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.

    Hour Power: The difficulty of your non-combat check against a bane is increased by 3.

    Top of Blessing Discard Pile:

    The Cyclone:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire:
    Strength
    Survival 4+#
    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: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Heggal/kuey
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
    Wisdom
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Quinn/JohnF
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Aric/AAUGHWHY
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed. To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Ukuja/Bigguyinblack
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed. To Acquire:
    Wisdom
    Melee 4+#
    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.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Varian/Zalarian
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Heggal/kuey
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Quinn/JohnF
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Aric/AAUGHWHY
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Ukuja/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Varian/Zalarian
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Heggal/kuey
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Quinn/JohnF
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Aric/AAUGHWHY
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire:
    Wisdom
    Acrobatics 4+#
    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.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Ukuja/Bigguyinblack
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Varian/Zalarian
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Heggal/kuey
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Quinn/JohnF
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Aric/AAUGHWHY
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed. To Acquire:
    Wisdom
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Ukuja/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Varian/Zalarian
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Heggal/kuey
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
    Charisma
    Craft 4+#
    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.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Quinn/JohnF
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    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.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Aric/AAUGHWHY
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Ukuja/Bigguyinblack
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    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.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Varian/Zalarian
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Heggal/kuey
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire:
    Charisma
    Divine 4+#
    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.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Quinn/JohnF
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Aric/AAUGHWHY
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Ukuja/Bigguyinblack
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Location #1: Fishery
    Aquatic
    Urban
    Wild
    At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
    When Closing: Summon and defeat the story bane Jigsaw Shark.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Varian/Zalarian, None

    Fishery Card 1:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Fishery Card 2:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    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.
    Fishery Card 3:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    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.
    Fishery Card 4:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 6
    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.

    Fishery Card 5:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
    Fishery Card 6:
    Barghest
    CotCT
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 13
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
    Fishery Card 7:
    War Drum
    CotCT
    Item 0
    Traits:
    Instrument To Acquire:
    Constitution
    Charisma 4
    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.
    Fishery Card 8:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Fishery Card 9:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.
    Fishery Card 10:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    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.

    Location #2: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Twisting Passages Card 1:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    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.
    Twisting Passages Card 2:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Twisting Passages Card 3:
    Ghoul Bat
    CotCT
    Monster 2
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 12
    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.
    Twisting Passages Card 4:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Twisting Passages Card 5:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 12
    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.
    Twisting Passages Card 6:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Twisting Passages Card 7:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Twisting Passages Card 8:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    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.
    Twisting Passages Card 9:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
    Twisting Passages Card 10:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Location #3: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Heggal/kuey, None
    River Card 1:
    Elixir of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    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, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    River Card 2:
    Horn of Battle Clarity
    CotCT
    Item 0
    Traits:
    Instrument
    Magic To Acquire:
    Charisma
    Melee
    Ranged 6
    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.
    River Card 3:
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    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.
    River Card 4:
    Slick Leather
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    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.
    River Card 5:
    Girrigz
    CotCT
    Story Bane 2
    Traits:
    Lycanthrope
    To Defeat:
    Combat 15
    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.
    River Card 6:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    River Card 7:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    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.
    River Card 8:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    River Card 9:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    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.
    River Card 10:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    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.

    Location #4: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/JohnF, None
    Docks Card 1:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Docks Card 2:
    Naval Hero
    CotCT
    Ally 2
    Traits:
    Human
    Swashbuckler To Acquire:
    Charisma
    Diplomacy
    Melee 9
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.
    Docks Card 3:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Docks Card 4:
    Henchman Proxy A3
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Docks Card 5:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    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.
    Docks Card 6:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor To Acquire:
    Constitution
    Fortitude 11
    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.
    Docks Card 7:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Docks Card 8:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    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.
    Docks Card 9:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Docks Card 10:
    Standard Bearer
    Core
    Ally 1
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 6
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Location #5: Cave
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Cave Card 1:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Cave Card 2:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    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 top 1d4 cards of your deck.
    Cave Card 3:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
    Cave Card 4:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Cave Card 5:
    Captive Horror
    CotCT
    Barrier 2
    Traits:
    Lock
    Trigger
    To Defeat:
    Wisdom
    Disable
    Stealth 9
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
    Cave Card 6:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Cave Card 7:
    Grounded Studded Leather
    CotCT
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 11
    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.
    Cave Card 8:
    Henchman Proxy A1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Cave Card 9:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
    Cave Card 10:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Location #6: Alley
    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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Alley Card 1:
    Starknife
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 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.
    Alley Card 2:
    Troll
    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    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.
    Alley Card 3:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Alley Card 4:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.
    Alley Card 5:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    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.
    Alley Card 6:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6
    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.
    Alley Card 7:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.
    Alley Card 8:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Alley Card 9:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    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.
    Alley Card 10:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    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.

    Location #7: Base
    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 ?: 5
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    Base Card 1:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 2:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 3:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 4:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 5:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.


  • Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: None
    Turn Order: Varian, Heggal, Quinn, Aric, Reta, Ukuja

    Turn - Hour: 1 - The Cyclone
    Hour Rules: The difficulty of your non-combat check against a bane is increased by 3

    SOT: None
    Give Card: None
    Move: Stay at Fishery

    Location allows examine of top 2 cards and encounter 1:
    Fishery Card 1: Skeleton
    Fishery Card 2: Wounded Wanderer
    Will choose to encounter Wounded Warrior using Radovan and Ukuja recharging BotGF

    Knowledge Check DC 8+3=11: 1d12 + 2 + 1d12 ⇒ (9) + 2 + (6) = 17 Success

    Wounded Wanderer:

    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    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.

    Encounter Pirest of Asmodeus

    Arcane Check DC 5: 1d12 + 2 ⇒ (8) + 2 = 10 Success

    Priest of Asmodeus:

    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    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.

    Will discard Magical child to explore again
    Random Fishery Card: 1d9 ⇒ 9 Fishery Card 10: Mist Horn
    Random Fishery Card: 1d8 ⇒ 5 Fishery Card 6: Barghest
    Encounter: Fishery Card 10: Mist Horn recharging burning snot for assistance

    Arcane Check DC 8: 1d12 + 2 + 1d4 + 1 ⇒ (2) + 2 + (3) + 1 = 8 Success

    Mist Horn :

    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    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.

    Will recharge the Sickness to explore (if damaged suffer scourge). Harrow allows to heal an ally (Magical child)

    Random Fishery Card: 1d8 ⇒ 6 Fishery Card 7: War Drum
    Random Fishery Card: 1d7 ⇒ 5 Fishery Card 6: Barghest
    Encounter: Fishery Card 7: War Drum revealing binder's tome

    Charisma Check DC 4: 1d6 + 1d4 ⇒ (1) + (3) = 4 Success

    War Drum :

    CotCT
    Item 0
    Traits:
    Instrument To Acquire:
    Constitution
    Charisma 4
    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.

    Will recharge Priest of Asmodeus to Explore and add d4 during checks
    Random Fishery Card: 1d7 ⇒ 6 Fishery Card 8: Henchman Proxy A5
    Random Fishery Card: 1d6 ⇒ 2 Fishery Card 3: Crocodile
    Encounter: Fishery Card 3: Wererat

    Knowledge Check DC 7: 1d12 + 2 + 1d4 ⇒ (10) + 2 + (3) = 15 Success

    Wererat:
    Wererat
    Story Bane 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 scourges Plagued and Wounded.

    Need to bury a card (Mist Horn) for explore
    Attempt to close Fishery discarding blessing of starsong to bless and revealing binders tome using Life Drain

    Arcane Check DC 11: 1d12 + 2 + 2d4 + 1d12 + 1d4 ⇒ (5) + 2 + (2, 2) + (4) + (1) = 16 Success
    Heal 1 card (Blessing of Starsong)

    Jigsaw Shark:
    Jigsaw Shark
    Story Bane Monster 0

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    Cannot be evaded.

    Fishery is closed
    Varian will move to Alley. Aric is unspecified so will choose Cave for him(he has too many allies in hand to go to Alley

    EOT: End Turn, Recovery, and Reset hand
    Drew Radovan so will display beginning of Heggal's turn

    Reminder of Scenario changes:

    The Harrow suit is Shields.
    Add 1d4 to Constitution non-combat checks.
    When you play your harrow, you may heal an ally and may remove 1 of your scourges
    Harrow blessings are considered AD#
    When you close your location, before banishing its cards, search it, then you may shuffle all of its cards into another location.
    When you defeat Girrigz, add the new location Ship and shuffle the villain Yvicca into it. All Proxy A cards are now Blood Veil, and the Wererat is no longer a danger.

    "

    Varian wrote:

    Hand: Captain's Cutlass, Binder's Tome, Zellara's Harrow Deck, Magical Child, Arnisant,

    Displayed: Radovan,
    Deck: 13 Discard: 0 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Tome adds d4, Mental to local combat and cha
    Magical Child to add magic anywhere

    Movement: Order for my movement: Fishery, Twisting Passages, Docks, Alley, Base, River, Cave
    Other: Loot Pref: Sp1/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Fire Snake, Force Missile, Thieves' Tools, Priest of Asmodeus, BotSpellbound, Rodrick, Steal Book, BotG, Blessing of the Starsong, War Drum, The Sickness (Harrow), Burning Snot
    Recharged: Life Drain,
    Discard Pile:
    Buried Pile:Mist Horn,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +1
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Perception: Wisdom +1

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    □ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Notes for Ukuja: Recharge BotGF for Varian

    Twisting Passages 1-10 remain
    Heggal - River 1-10 remain
    Quinn - Docks 1-10 remain
    Aric - Cave 1-10 remain
    Alley - Alley 1-10 remain
    Ukuja - Base 1-5 remain

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