[PACS] [CAG II] [LEGENDARY] The Dragon's Demand by redeux (Inactive)

Game Master redeux

Turn Rotation:

Valeros/Skizzerz
Seelah/NathanDavis
Kyra/Maelwys0
Lem/Yewstance
CHRONICLES
Scenario Level # = 3 (4 for banes)


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Box Runner

details forthcoming, please dot in the gameplay/discussion tabs


Box Runner

The Dragon's Demand
  Oh, for the glory days of the Taldan Empire! The noble realm once stretched from the edge of Casmaron all the way across Avistan to the shores of the Arcadian Ocean. Now Avistan is beset with the sniping of rival city states—the chaos of Galt, the rigid rule of Cheliax, the burgeoning democracy of Andoran. Today, you have a tiny role in the vast web that holds these sundered lands together: Commerce.
  Caravan master Silas Gribb has gifted you with low-paying work guarding a convoy across the Verduran Forest—a land of Wildwood druids, of capricious fey, and of marauding kobold bandits. Truly there is enough of import to keep your attention keen while the wagons roll on.
  The caravan’s path takes you deep into the Verduran Fork region toward the town of Belhaim, founded a millennium ago in honor of mercenary commander Lady Tula Belhaim. After a cruel black dragon named Aeteperax slew her parents, Lady Tula formed a company of dragonslayers and eventually dispatched the baleful wyrm in the Dragonfen swamp. For this grand service, she was bequeathed the land upon which her namesake town stands.
  It seems unlikely that you will ever challenge something as mighty as a dragon in your day. For now, you will remain vigilant for any dangers that dare to come your way.
  But if a dragon comes, then dragonslayers you shall be.

Adventure 1: Welcome to Belhaim
Scenario 1*: Rumble Road
  Silas Gribb might not be the best of bosses. The caravan master is the kind of man who says “Don’t worry, you’ll get your money” before you ever considered that you might not. He doesn’t believe in work breaks for people or horses, and the concept of an “overloaded” carriage is as foreign to him as the dark side of Golarion’s moon.
  “Get to work, you goblin dogs!” he calls out for all to hear, then returns to doing nothing of the kind.
  You continue your watch over his caravan as it turns toward the campsite on Old Belhaim Road, mindful of the brigands that haunt these woods. Whatever treasures this caravan is laden with, they will not escape on your shift.
  This is the kind of work you hope to leave behind in the coming months and years. The life of adventurers is painted as glorious by the bards and skalds, but for you, it’s been crickets and camp rations. Someday, perhaps soon, you will learn what excitement is.
  “Fair Belhaim ahead!” cries the watchcaller, though you cannot see anything that alerts you of the town’s presence. “Look yonder,” she says, “you can see the faint pinprick of the Witch Tower.”
  Sure enough, with spyglass in hand, you can make out a mournful black tower on a small hillock. An estate is not far from the tower, blocked partly from your sight by the spire. This, you surmise, likely causes some consternation for the owner of the manor thereupon.
  “Why’s it called the Wit—“
  THOOOOM
  Your question is lost amid the echo of a mighty explosion as the base of the Witch Tower erupts in fire. There’s a horrible creaking sound, as if the structure itself is regretfully giving up on life, then the tower collapses with a thundering delivery into a massive heap. Your first sighting of the Witch Tower is anyone’s last.
  All those around you gasp at this calamity, but two other sounds catch your attention: The first is the whinnying of the caravan’s horses, who buck and scatter in a manner that tips over three of the most overladen wagons. The second is a mighty rumbling from the river, as a pack of snarling wolves pounces directly on to your capsized caravan.
  “Dire wolves!” shouts the caravan’s watchcaller.
  If you are not swift in dispatching these critters, you will not have a caravan to guard.

During This Adventure: Summoned Banes | Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.

Additional Rules:

Villain:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
Henchmen:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 0

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:
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:
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:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

Spoiler:
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.

Barriers
Spoiler:
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.

Spoiler:
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.

Spoiler:
Sick Child
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.

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:
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:
Shortbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

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.

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:
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.

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.

Spells
Spoiler:
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.

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:
Minor Harrowing
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.


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:
Viper Strike
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Armors
Spoiler:
Magic Leather Armor
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

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:
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:
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:
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.

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:
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.

Spoiler:
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.

Spoiler:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.


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.

Allies
Spoiler:
Guide
Core
Ally 0
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.

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:
Card Caster
CotCT
Ally 0
Traits:
Human
Magus To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

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:
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.

Blessings
Spoiler:
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
When this is the hour: When you move during your move step, bury a card. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.

Spoiler:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
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.

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:
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:
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.

Top of Blessing Discard Pile:

:
[/b]

Traits: To Acquire:


Blessings Remaining: 0

[b]Blessings Deck

Blessings Deck Cards/Turn Order:

Location #1: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

My deck's been sorted out - and there's no starting location decisions to make - so I don't see any reason not to draw my opening hand.

Lem chooses Spell as his Favored Card type. (Note; this may change from scenario-to-scenario, but I'll keep it recorded in my Deck Handler as it sometimes is relevant to know mid-scenario.)

"

Lem wrote:

Hand: MAGNIFYING GLASS (Curse), SAGE (Core), RAPIER (Core), CURE (Core), INVISIBILITY (Core), MASQUE,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Favored Card: Spell
Hero Points: 0
NOTES:
Available Support: (All support is LOCAL unless specified otherwise)
Stealth - Invisibility
Monster Evasion - Invisibility
Arcane/Knowledge - Sage
NonCombat - Character Power
Healing - Cure
Movement: Move me with the party. Failing that, move me to the Caravan.
Other: ALL of my cards are available for support as necessary. I encourage over-use rather than under-use - I'm happy with you using Cure for just 2 cards, for example, as long as they're good cards.

If my character power is used, default to recharging cards in the order they are listed in my hand.

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +3

Favored Card: Choose 1 Card Type
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☐ 1d6).
At the end of your turn, you may discard a card to recharge (☐ or to shuffle into your deck) a card from your discards.

"


I'm going to be on the road a lot of the day tomorrow, will try to check in and post my turn as much as I get a chance.

Kyra wrote:

Hand: Quarterstaff, Mace, Fire Snake, Blessing of the Dawnflower, Blessing of the Gods,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Movement: Stick with the group
Other: Reroll not used yet

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

[Moments before the attack...]

Lem gazes into the forest, chewing a piece of over-smoked jerky. The halfling sits atop one of the caravans as he watches, taking advantage of the rare moment without Silas Gribb breathing down his neck. He's aware of the watchcaller's eyes on him; he returns it with a smile.

The smile is forced. Perhaps more unusually for the bard; he feigns it poorly.

He looks back out over to the forest, brow furrowed. How different the world looks now; he is constantly reminded that the presence of Cheliax is a mere week's journey from here, should he so choose to travel there in a fit of madness. He hasn't been so close to that country since...

Since he first felt true hate.

Not the simmering unrest, the surviving spirit under a master's heel. Not the shock at the actions of evil wizards or bandits seen in his travels. But the unadultered hatred that could only be borne from the cruelest, coldest, most senseless of betrayals.

Bad, cold memories. He can't forgive himself - nor could he forgive Meligaster. That's the whole problem, isn't it?

Perhaps if he just forces himself back into the adventuring business - sign up with some noble mercenaries and Godly folk, do-gooders and all - again, he can get his life back together. Or at least feel something besides this gripping, guilt-stricken anger at-

The sudden sound of the explosion causes him to cover his ears - and Lem sees the tower topple in the distance. Perhaps alone of the group, he finds himself feeling a cool sense of gratitude. Indifferent to the possible destruction - at least the action will let him forget about things for a while - Lem leaps off the caravan, rapier in one hand, lute in the other.


Deck handler | 0 hero point

I’m on vacation until July 1, so my posting will be rather sporadic. Please bot me for all out-of-turn things to move the table along as needed. My posts until then will lack flavor and ooc tags because typing those on phone is annoying.

Valeros wrote:

Hand: Quartermaster, Camel, Wakizashi, Banner,

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Caravan
Hero Points: 0"
"NOTES:
Available Support: Blessings always available, if any. Banner displayed at first opportunity; add 1 to Combat checks until a CtD a bane is failed.
Movement: Move me with group
Other: 1*: Playmat available, Paizo reroll available"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat check, you may reload or recharge a weapon or an armor to add 1d4.
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding a card.


Box Runner

The group opted for random wildcards via our hangout chat.

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 1, Valeros/skizzerz

Random Cards:

Monsters
Spoiler:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

Spoiler:
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.

Spoiler:
Plaguebearer
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.

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:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.

Barriers
Spoiler:
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.

Spoiler:
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.

Spoiler:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

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:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.

Weapons
Spoiler:
Longspear
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

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:
Bolas
CotCT
Weapon 0
Traits:
Chain
Ranged To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.

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:
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:
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:
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:
Good Omen
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

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:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Armors
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:
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:
Hide Armor
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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:
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:
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.

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:
Acid Flask
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Spoiler:
Balmberry
Core
Item 0
Traits:
Alchemical
Plant To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.

Spoiler:
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.

Allies
Spoiler:
Merchant
CotCT
Ally 0
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

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:
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.

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:
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.

Blessings
Spoiler:
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
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:
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 Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
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:
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.

Spoiler:
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.

Hour Power: No effect.

Top of Blessing Discard Pile:

Benefaction:
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.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Valeros/skizzerz
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
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:
Blessings Deck Card 2 Seelah/NathanDavis
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Spoiler:
Blessings Deck Card 3 Lem/Yewstance
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
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 4 Kyra/Maelwys
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
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:
Blessings Deck Card 5 Seelah/NathanDavis
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 6 Lem/Yewstance
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
When this is the hour: When you move during your move step, bury a card. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Spoiler:
Blessings Deck Card 7 Kyra/Maelwys
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
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 8 Valeros/skizzerz
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
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:
Blessings Deck Card 9 Seelah/NathanDavis
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
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.
Spoiler:
Blessings Deck Card 10 Lem/Yewstance
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 Kyra/Maelwys
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
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 12 Valeros/skizzerz
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
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 13 Seelah/NathanDavis
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 14 Lem/Yewstance
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
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.
Spoiler:
Blessings Deck Card 15 Kyra/Maelwys
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
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.
Spoiler:
Blessings Deck Card 16 Valeros/skizzerz
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
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:
Blessings Deck Card 17 Seelah/NathanDavis
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
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:
Blessings Deck Card 18 Lem/Yewstance
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
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:
Blessings Deck Card 19 Kyra/Maelwys
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
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 20 Valeros/skizzerz
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 21 Seelah/NathanDavis
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 22 Lem/Yewstance
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 Kyra/Maelwys
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 24 Valeros/skizzerz
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
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 25 Seelah/NathanDavis
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 26 Lem/Yewstance
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 27 Kyra/Maelwys
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
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.
Spoiler:
Blessings Deck Card 28 Valeros/skizzerz
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 29 Seelah/NathanDavis
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
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.

Location #1: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Campsite Card 1:
Leech
CotCT
Ally 1
Traits:
Healing
Vermin To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Campsite Card 2:
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.
Campsite Card 3:
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.
Campsite Card 4:
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.
Campsite Card 5:
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.
Campsite Card 6:
Mimic
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Campsite Card 7:
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 1d4 cards of your deck.
Campsite Card 8:
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.
Campsite Card 9:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Campsite Card 10:
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.

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
Caravan Card 1:
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.
Caravan Card 2:
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.
Caravan Card 3:
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.
Caravan Card 4:
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.
Caravan Card 5:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Caravan Card 6:
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.

Caravan Card 7:
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.
Caravan Card 8:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Caravan Card 9:
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.
Caravan Card 10:
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.

Location #3: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Trail Card 1:
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.
Trail Card 2:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Trail Card 3:
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.
Trail Card 4:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Trail Card 5:
Spider Venom
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Trail Card 6:
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.
Trail Card 7:
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.
Trail Card 8:
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.
Trail Card 9:
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.
Trail Card 10:
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge Card 2:
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.
Bridge Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 4:
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
Bridge 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.
Bridge Card 6:
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
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.
Bridge Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge Card 8:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge 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.
Bridge Card 10:
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.

Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Ravine Card 1:
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.
Ravine Card 2:
Shortbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Ravine Card 3:
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.
Ravine Card 4:
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.
Ravine Card 5:
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.

Ravine Card 6:
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.
Ravine Card 7:
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.
Ravine Card 8:
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.
Ravine Card 9:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Ravine Card 10:
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.

Location #6: 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
River Card 1:
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.
River Card 2:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
River Card 3:
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.
River Card 4:
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 5:
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.
River Card 6:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
River Card 7:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
Perception
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
River Card 8:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
River Card 9:
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.
River Card 10:
Elixir Of Love
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Deck handler | 0 hero point

Hour of Benefaction. Everyone moves to Trail at start of turn.

Explore Trail Card 1: Hell Hound. Before acting, everyone takes 1 Fire damage. Rude. Discarding Quartermaster to damage. Display Banner (global +1 to all combat checks until someone fails a CtD a bane), reveal Wakizashi. Hell Hound is an Outsider, so Kyra adds 1d4 and Magic. I think that’ll be sufficient to hit DC 10, less concerned about the 15 at the moment. Combat 10 (15): 1d10 + 1d6 + 1d4 + 3 ⇒ (10) + (4) + (4) + 3 = 21 Hell Hound slaughtered. Discard Camel to explore again.

Trail Card 2: Sczarni Thief. BA has no effect as I’m not the only local character. Reveal Wakizashi, and reload it per character power to add another 1d4. Combat 9+4=13 (18): 1d10 + 1d6 + 1d4 + 3 ⇒ (10) + (6) + (3) + 3 = 22

Valeros wrote:

Hand: Wakizashi, Blessing of the Samurai, Naginata, Blessing of the Gods,

Displayed: Banner,
Deck: 8 Discard: 2 Buried: 0
Current Location: Trail
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Banner displayed; add 1 to Combat checks until a CtD a bane is failed.
Cards for character power use (in order): Wakizashi
Movement: Move me with group
Other: 1*: Playmat available, Paizo reroll available

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat check, you may reload or recharge a weapon or an armor to add 1d4.
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding a card.


Deck Handler // Searching for: Weapon 3 > Ally 3 > Spell 3

Starting hand

Seelah wrote:

Hand: HOLY WATER, LONGSWORD, MASQUE, BLESSING OF THE SPY (1),

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Right here!
Hero Points: 0"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2

Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (□ 1d6) and the Magic trait. (□ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(□ You may also do so if you would discard a spell for this power.)


Discard Holy Water for fire damage

As Valaros cuts his way through thief and hellhound. Seelah's Holy Water gets too close to a flame and begins to boil.

Hour of the Rabbit Prince

Free Explore and Encounter Fox
Recharge Masque to take Kyra's Wisdom die. Recharge Lem's Magnifying Glass

Wisdom 5: 1d10 + 1d4 ⇒ (6) + (2) = 8

A frightened Fox bursts frantically into a space between Lem, Masque, and Seelah amidst all the fighting. Seelah drops down to one knee. "Come little creature, Iomedae will protect us." It nervously eyes the bards and takes shelter with Seelah.

Discard Blessing of the Spy to Explore and Encounter Faceless Stalker

The Fox begins to growl at one of the other Caravan "guards." Seelah reaches out with her divine senses. She doesn't know what the guard is but isn't human, though it wears the mask of one. She approaches the guard. He clearly looks stressed by commotion and looks wild eyed at the Fox. He's clearly soaked with sweat...and parts of his face are bulging?

Recharge Fox
BYA Wisdom 7: 1d6 + 1d6 + 1d4 ⇒ (6) + (5) + (1) = 12
Seelah draws her blade. "I've heard of such things as the Faceless Stalkers, but have never faced one before. Show me your true form so we can get this done!" The guard's face melts away revealing a twisted Aberration.
Reveal and Reload Longsword. (Blessing of the Spy and Banner in effect)
Combat 12: 1d10 + 2 + 1d8 + 1d4 + 1d10 + 1 ⇒ (7) + 2 + (3) + (1) + (7) + 1 = 21
It lunges at her inartfully. She dodges aside with ease and slides her sword into where the vitals might be. The pitiful creature dies quickly. Seelah pauses to see where the bards have gotten to in the meantime.

Seelah wrote:

Hand: LONGSWORD, MACE, HELM, BLESSING OF THE ANCIENTS,

Displayed:
Deck: 10 Discard: 2 Buried: 0
"Current Location: Trail
Hero Points: 0"
"NOTES:
Available Support: Blessing Available
Movement: Move with Group
Other: Character Power: Discard Helm 1st, then top deck"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2

Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (□ 1d6) and the Magic trait. (□ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(□ You may also do so if you would discard a spell for this power.)


Recharged Lem's Magnifying Glass
Trail: Acquired Card 3. Banished Card 4 (one non-hench monster left)


Box Runner

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 3, Lem/Yewstance

Random Cards:

Monsters
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:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.

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.

Spoiler:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.

Spoiler:
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.

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:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
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.

Spoiler:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

Spoiler:
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.

Spoiler:
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.

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:
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:
Longbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

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.

Spells
Spoiler:
Cure
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spoiler:
False Life
CotCT
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, banish to reduce it by 5.
* At the end of the scenario, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.


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:
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:
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.


Armors
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:
Trifaccia's Mantle
CotCT
Armor B
Traits:
Light Armor
Loot To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card to add 1d10.

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:
Armored Coat
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.

Items
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:
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:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.


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:
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.

Allies
Spoiler:
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.

Spoiler:
Merchant
CotCT
Ally 0
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

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:
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:
Card Caster
CotCT
Ally 0
Traits:
Human
Magus To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

Blessings
Spoiler:
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:
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.

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 Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
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:
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.

Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

Top of Blessing Discard Pile:

The Vision:
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Lem/Yewstance
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
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 2 Kyra/Maelwys
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
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:
Blessings Deck Card 3 Seelah/NathanDavis
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 4 Lem/Yewstance
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
When this is the hour: When you move during your move step, bury a card. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Spoiler:
Blessings Deck Card 5 Kyra/Maelwys
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
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 6 Valeros/skizzerz
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
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:
Blessings Deck Card 7 Seelah/NathanDavis
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
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.
Spoiler:
Blessings Deck Card 8 Lem/Yewstance
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 Kyra/Maelwys
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
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 10 Valeros/skizzerz
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
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 11 Seelah/NathanDavis
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 Lem/Yewstance
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
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.
Spoiler:
Blessings Deck Card 13 Kyra/Maelwys
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
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.
Spoiler:
Blessings Deck Card 14 Valeros/skizzerz
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
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:
Blessings Deck Card 15 Seelah/NathanDavis
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
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:
Blessings Deck Card 16 Lem/Yewstance
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
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:
Blessings Deck Card 17 Kyra/Maelwys
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
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 18 Valeros/skizzerz
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 19 Seelah/NathanDavis
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 20 Lem/Yewstance
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 21 Kyra/Maelwys
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 22 Valeros/skizzerz
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
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 23 Seelah/NathanDavis
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 24 Lem/Yewstance
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 25 Kyra/Maelwys
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
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.
Spoiler:
Blessings Deck Card 26 Valeros/skizzerz
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 27 Seelah/NathanDavis
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
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.

Location #1: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Campsite Card 1:
Leech
CotCT
Ally 1
Traits:
Healing
Vermin To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Campsite Card 2:
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.
Campsite Card 3:
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.
Campsite Card 4:
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.
Campsite Card 5:
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.
Campsite Card 6:
Mimic
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Campsite Card 7:
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 1d4 cards of your deck.
Campsite Card 8:
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.
Campsite Card 9:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Campsite Card 10:
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.

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Caravan Card 1:
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.
Caravan Card 2:
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.
Caravan Card 3:
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.
Caravan Card 4:
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.
Caravan Card 5:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Caravan Card 6:
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.

Caravan Card 7:
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.
Caravan Card 8:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Caravan Card 9:
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.
Caravan Card 10:
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.

Location #3: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
Trail Card 1:
Spider Venom
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
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.
Trail Card 5:
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.
Trail Card 6:
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge Card 2:
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.
Bridge Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 4:
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
Bridge 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.
Bridge Card 6:
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
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.
Bridge Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge Card 8:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge 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.
Bridge Card 10:
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.

Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Ravine Card 1:
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.
Ravine Card 2:
Shortbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Ravine Card 3:
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.
Ravine Card 4:
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.
Ravine Card 5:
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.

Ravine Card 6:
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.
Ravine Card 7:
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.
Ravine Card 8:
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.
Ravine Card 9:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Ravine Card 10:
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.

Location #6: 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
River Card 1:
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.
River Card 2:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
River Card 3:
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.
River Card 4:
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 5:
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.
River Card 6:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
River Card 7:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
Perception
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
River Card 8:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
River Card 9:
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.
River Card 10:
Elixir Of Love
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Box Runner

these will be in future updates, but in case it is needed while i'm away with my local group today

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

Sorry for the delay!

OFF-TURN:
Discard Magnifying Glass to damage.
Recharge Sage (not Magnifying Glass) for Seelah's check.

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

Lem starts his turn.
Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Lem examines: Trail Card 1: Spider Venom

Lem stays at the Trail.
Free exploration:

Trail Card 1: Spider Venom:

CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Recharge RAPIER (Core) to my power.
Intelligence 6 (Lem): 1d6 + 1d4 ⇒ (3) + (2) = 5 -> Fail.
Banished.

Wolves, thieves and shapeshifters!?

Lem forgot how crazy the road could get. He sees that his armed compatriots seem to have things in hand for now, so he goes to take a moment to fetch one of the weapon poisons he'd looted from a previous encounter - his rapier could use the edge.

However, his pack is nowhere to be found. Did a thief get to it already, or did...?

...Silas. Lem grits his teeth.

Discard Masque to explore. During this exploration, I may recharge a card to evade:

Trail Card 2: 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.
Recharge INVISIBILITY (Core) to evade.

Lem clambers up to the watchcaller's perch.

"We should leave - take the Caravan further down the road while we have the chance, somewhere a bit more defendable." He suggests, but she shakes her head.
"Impossible. some opportunistic thieves must have been planning to ambush us even before the wolves hit - look."

He follows her pointed finger, noticing half-buried traps just down the road. Spring loaded spears, perhaps? Something to prevent a wagon from being pulled through easily, and/or spear any unfortunate guard walking over them.

Looks like they'll need to clear this area the hard way.

Lem ends his turn.
Lem resets his hand.

Lem wrote:

Hand: LOOKOUT, BLESSING OF THE GODS, SINGER'S SOLUTION, GUARD, BLESSING OF THE GODS (2), CURE (Core),

Displayed:
Deck: 7 Discard: 2 Buried: 0
Favored Card: Spell
Hero Points: 0
NOTES:
Available Support: (All support is Local unless specified otherwise)
Damage - Guard (any location)
Perception - Lookout (any location. Reveal power.)
Examination - Lookout
NonCombat - Character Power + Singer's Solution
Healing - Cure
Any check - Blessings (try not to bury them, please)
Movement: Move me with the party. Failing that, move me to the Caravan.
Other: ALL of my cards are available for support as necessary. I encourage over-use rather than under-use - I recommend you Cure yourself at your leisure.

If my character power is used, default to recharging cards in the order they are listed in my hand.

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +3

Favored Card: Choose 1 Card Type
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☐ 1d6).
At the end of your turn, you may discard a card to recharge (☐ or to shuffle into your deck) a card from your discards.


Posting from mobile today, so no story
Off-turn - Discard Quarterstaff as damage.

Turn 4, under the Harrow of the Queen Mother
Free Exploration - Shuffled Deck
Random Card: 1d5 + 1 ⇒ (5) + 1 = 6 - Card #6: Henchman Proxy, Dire Wolves
Banish Fire Snakes to use Divine instead of Survival. Lem recharges Lookout to add 1d4.
Survival/Divine 6/11: 1d10 + 3 + 1d4 ⇒ (9) + 3 + (2) = 14 - Defeated
Discard Blessing of the Gods to close the location
Move everybody back to the Caravan for now. So Val can move us all somewhere else if he prefers.

Fire Snake recovery - Divine 8: 1d10 + 3 ⇒ (9) + 3 = 12

Kyra wrote:

Hand: Blessing of the Spellbound, Mace, Chronicler, Blessing of the Dawnflower, Runewell's Echo,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Movement: Stick with the group
Other: Reroll not used yet

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Deck handler | 0 hero point

Hour of The Avalanche, which is rather annoying. Despite its negative effect, I still think it best if we all stick together since we have a lot of local-only buffs. Given that everyone says to move with the group as well, at start of turn everyone moves to Campsite per Caravan’s power.

Then, to make it more likely that I’m able to close should I happen into a henchman, at start of turn discarding Wakizashi per playmat power to draw Emissary.

Explore Campsite card 1: Leech. Lem recharges Lookout to add 1d4. Wisdom 6: 1d6 + 1d4 ⇒ (1) + (1) = 2 Spectacular luck. Leech is banished.

Discarding Blessing of the Gods while copying The Avalanche’s exploration power; I explore, and if I encounter a boon, banish it and explore again. Campsite card 2: Dog. It’s banished and I explore Campsite card 3: Cape of Escape. Lem recharges Blessing of the Gods to add 1d4. Dexterity 8: 1d8 + 1d4 ⇒ (1) + (1) = 2

While I could keep going, I can’t close the location anymore should I run into the henchman. It’s rather unfortunate that I kept running into boons instead of clearing out any of the 4(!) monsters here... At end of turn, recharge Emissary to let Lem draw a card. After that, Campsite heals Quartermaster.

For Lem’s Cure, I’ll take it if nobody else wants it; probably best to do that on Lem’s turn though (before he explores or uses scenario power to heal instead of exploring) to give anyone else a chance who could make better use of it first. Also I’d rather avoid rolling another 1 right now :P

Valeros wrote:

Hand: Chain Mail, Blessing of the Samurai, Naginata, Blessing of the Gods 2,

Displayed: Banner,
Deck: 7 Discard: 3 Buried: 0
Current Location: Campsite
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any. Feel free to bury them for use on checks.
Banner displayed; add 1 to Combat checks until a CtD a bane is failed.
Character power +1d4 to local combat (use in order): Chain Mail (recharge), Naginata (reload)
Movement: Move me with group
Other: 1*: Playmat used, Paizo reroll available

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat check, you may reload or recharge a weapon or an armor to add 1d4.
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding a card.


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

OFF-TURN:
Kyra's Turn: Lem recharges Lookout.
Valeros' Turn: Lem recharges Blessing of the Gods, then Singer's Solution (Lookout was already recharged).
Valeros' Turn: Lem draws CONFUSION (Core).

Seeing the well-armed mercenary - Valeros, was it? - stumble oddly, and destructively, through the caravan's supplies (is he drunk? Now!?), Lem decides to do what he can to mitigate the damage. He sings, he plays - he stirs at the heart of the fighter to overcome the daze that's afflicted his mind, and tries to heal their wounds.

At least, that's the intent. Lem's heart just... isn't in it. His vocal chords are out of practice, his inspiration dulled. The life in his eyes is quiet, and he finds his voice just... giving up. He shakes his head and leaves Valeros to work out his issues in his own way.

And no, I'm totally not feeling a little sad that I used my power twice on Valeros' turn and was of no help. XD

Lem wrote:

Hand: GUARD, BLESSING OF THE GODS (2), CURE (Core), CONFUSION (Core),

Displayed:
Deck: 9 Discard: 2 Buried: 0
"Favored Card: Spell
Hero Points: 0"
"NOTES:
Available Support: (All support is Local unless specified otherwise)
Damage - Guard (any location)
NonCombat - Character Power
Healing - Cure
Any check - Blessings (try not to bury them, please)
Movement: Move me with the party. Failing that, move me to the Caravan.
Other: ALL of my cards are available for support as necessary. I encourage over-use rather than under-use - I recommend you Cure yourself at your leisure.

If my character power is used, default to recharging cards in the order they are listed in my hand."


Box Runner

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 6, Seelah/NathanDavis

Random Cards:

Monsters
Spoiler:
Geist
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

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.

Spoiler:
Deadfall Scorpion
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.

Spoiler:
Quivering Cube
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

Spoiler:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

Barriers
Spoiler:
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.

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:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.

Spoiler:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

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

Weapons
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:
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:
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.

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:
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.

Spells
Spoiler:
Levitate
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

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.

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:
Sleep
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

Spoiler:
Knock
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

Armors
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:
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:
Chain Mail
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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:
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:
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:
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:
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:
Spellbook
CotCT
Item 0
Traits:
Book
Magic To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.

Spoiler:
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.

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

Spoiler:
Priest Of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

Spoiler:
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.

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.

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.

Blessings
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:
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:
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:
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:
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.

Hour Power: On your check against an Outsider card, add 1d4.

Top of Blessing Discard Pile:

Iomedae's Justice:
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.

Blessings Remaining: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Seelah/NathanDavis
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Spoiler:
Blessings Deck Card 2 Lem/Yewstance
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 3 Kyra/Maelwys
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:
Blessings Deck Card 4 Seelah/NathanDavis
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.
Spoiler:
Blessings Deck Card 5 Lem/Yewstance
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 6 Kyra/Maelwys
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 Valeros/skizzerz
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 8 Seelah/NathanDavis
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 Lem/Yewstance
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.
Spoiler:
Blessings Deck Card 10 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 11 Valeros/skizzerz
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:
Blessings Deck Card 12 Seelah/NathanDavis
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:
Blessings Deck Card 13 Lem/Yewstance
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:
Blessings Deck Card 14 Kyra/Maelwys
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 15 Valeros/skizzerz
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 16 Seelah/NathanDavis
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 Lem/Yewstance
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 18 Kyra/Maelwys
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 19 Valeros/skizzerz
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 20 Seelah/NathanDavis
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 21 Lem/Yewstance
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 22 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 23 Valeros/skizzerz
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 24 Seelah/NathanDavis
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.

Location #1: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None

Campsite 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.
Campsite Card 2:
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.
Campsite Card 3:
Mimic
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Campsite Card 4:
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 1d4 cards of your deck.
Campsite Card 5:
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.
Campsite Card 6:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Campsite Card 7:
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.

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Caravan Card 1:
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.
Caravan Card 2:
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.
Caravan Card 3:
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.
Caravan Card 4:
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.
Caravan Card 5:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Caravan Card 6:
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.

Caravan Card 7:
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.
Caravan Card 8:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Caravan Card 9:
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.
Caravan Card 10:
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge Card 2:
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.
Bridge Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 4:
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
Bridge 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.
Bridge Card 6:
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.
Bridge Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge Card 8:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge 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.
Bridge Card 10:
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.

Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Ravine Card 1:
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.
Ravine Card 2:
Shortbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Ravine Card 3:
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.
Ravine Card 4:
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.
Ravine Card 5:
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.

Ravine Card 6:
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.
Ravine Card 7:
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.
Ravine Card 8:
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.
Ravine Card 9:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Ravine Card 10:
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.

Location #6: 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
River Card 1:
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.
River Card 2:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
River Card 3:
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.
River Card 4:
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 5:
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.
River Card 6:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
River Card 7:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
Perception
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
River Card 8:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
River Card 9:
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.
River Card 10:
Elixir Of Love
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Deck Handler // Searching for: Weapon 3 > Ally 3 > Spell 3

Iomedae's Justice, Seelah's kind of hour.

Feeling pity for the bumbling Valeros, Seelah hands him a MACE.

Free Explore
Just then a frog-like Boggard starts tearing through the Campsite. Seelah levels her longsword at the soon to be dead creature.
Reveal and Reload Longsword. Recharge Valeros' Chain Mail (or new Mace). Val's Banner
Combat 10: 1d10 + 2 + 1d8 + 1d4 + 1d4 + 1 ⇒ (9) + 2 + (4) + (2) + (2) + 1 = 20

Seelah anticipates the Boggard's leap and cuts it down cleanly. Seelah offers a brief thanks to Iomedae.

Lem Cures Valeros
End of Turn, Location Heal BLESSING OF THE SPY (1)

Seelah wrote:

Hand: LONGSWORD, CLOCKWORK SPY, HELM, BLESSING OF THE ANCIENTS,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Current Location: Trail
Hero Points: 0"
NOTES:
Available Support: Blessing Available
Movement: Move with Group
Other: Character Power: Discard Helm 1st, then top deck"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2

Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (□ 1d6) and the Magic trait. (□ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(□ You may also do so if you would discard a spell for this power.)


Gave Mace to Valeros.
Valeros Recharges Chain Mail or new Mace
Lem Cure's Valeros
Campsite 1 Banished.


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

OFF-TURN:
Lem banishes Cure to heal Valeros 1d4 + 1 ⇒ (1) + 1 = 2 cards.

During Recovery...
Divine 8: 1d10 + 1 ⇒ (4) + 1 = 5 -> Cure discarded.

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

Lem starts his turn.
Hour Power: When you move during your move step, bury a card.

Lem stays at the Campsite.
Free exploration:

Campsite Card 2: Henchman Proxy A2:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.
Oh, right. I explored because I thought Confusion was likely to help, but the henchmen can't be evaded.
If I hadn't cast the Cure, this would be easier... but as-is, I can't use my character power or I wouldn't be able to close this location. Sorry, but I'm going to have to bury a blessing from the party here.
Kyra buries Runewell's Echo to add 1d12.
Seelah discards Helm to add 1d4.

Survival 6 (Runewell's Echo, Helm): 2d4 + 1d12 ⇒ (2, 4) + (12) = 18 -> Pass.
Defeated.
Banished.

Lem shrinks back, circling around one of the wagons to put himself further away from the fighting. The Paladin clearly seems to have things in check - besides, Lem has to make sure the supplies are safe from-

-a deep, menacing growling interrupts his thoughts. He spins on the spot, nearly face-to-face with a wolf that's taller than he is - quite besides its vastly larger mass. Lem freezes up for a second, and then - with a conscious effort - avoids reaching for his weapon. He is careful to make no sudden movement, simply gazing into the dire wolf's murderous eyes and... concentrating.

The wolf snarls, snapping its jaws, then pauses. It sees something in Lem's eyes, and it begins to make a curious, almost whimpering sound, bowing low in deferment. Lem does not let up his gaze - if Meligaster could cause such affects on others, then Lem can too. The bard forces his will against the trembling wolf's gaze, and the creature lets out an apparently pained yip, turning to flee to the forest's edge.

Lem blinks for a second, frozen in place as he registers what just happened.

'...that worked?'

Lem recharges CONFUSION (Core), BLESSING OF THE GODS (2) and GUARD to close the Campsite.
Everyone moves to the Caravan.

Lem ends his turn.
Lem resets his hand.

Lem wrote:

Hand: DOWSING ROD, RAPIER (Core), SAGE (Core), FRIGID BLAST, INVISIBILITY (Core), BLESSING OF THE ANCIENTS,

Displayed:
Deck: 6 Discard: 3 Buried: 0
Favored Card: Spell
Hero Points: 0
NOTES:
Available Support: (All support is Local unless specified otherwise)
Knowledge/Arcane - Sage
NonCombat - Character Power
Monster Evasion - Invisibility
Stealth Check - Invisibility
Any check - Blessing (it'll be safely discarded if the hour is level 0)
Movement: Move me with the party. Failing that, move me to the River.
Other: ALL of my cards are available for support as necessary.
If my character power is used, default to recharging cards in the order they are listed in my hand.

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1

Favored Card: Choose 1 Card Type
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☐ 1d6).
At the end of your turn, you may discard a card to recharge (☐ or to shuffle into your deck) a card from your discards.


Box Runner

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 8, Kyra/Maelwys

Random Cards:

Monsters
Spoiler:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

Spoiler:
Plaguebearer
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.

Spoiler:
Cotct Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

Spoiler:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.

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.

Barriers
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:
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.

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:
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.

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:
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:
Shortsword
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

Spoiler:
Keen Rapier
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

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:
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.

Spells
Spoiler:
Viper Strike
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spoiler:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.


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:
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:
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:
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:
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:
Trifaccia's Mantle
CotCT
Armor B
Traits:
Light Armor
Loot To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card to add 1d10.

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:
Chain Mail
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Items
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:
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.

Spoiler:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.


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:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.


Allies
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.

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:
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.

Spoiler:
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.

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 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:
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:
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:
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:
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.

Hour Power: At the start of your turn, summon and encounter a monster.

Top of Blessing Discard Pile:

The Midwife:
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.

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Valeros/skizzerz
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:
Blessings Deck Card 2 Blessings Deck Card 2 Seelah/NathanDavis
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.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Lem/Yewstance
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 Kyra/Maelwys
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 5 Blessings Deck Card 5 Valeros/skizzerz
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 6 Blessings Deck Card 6 Seelah/NathanDavis
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 Lem/Yewstance
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.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Valeros/skizzerz
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:
Blessings Deck Card 10 Blessings Deck Card 10 Seelah/NathanDavis
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:
Blessings Deck Card 11 Blessings Deck Card 11 Lem/Yewstance
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:
Blessings Deck Card 12 Blessings Deck Card 12 Kyra/Maelwys
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 13 Blessings Deck Card 13 Valeros/skizzerz
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 14 Blessings Deck Card 14 Seelah/NathanDavis
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 15 Blessings Deck Card 15 Lem/Yewstance
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 Kyra/Maelwys
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 17 Blessings Deck Card 17 Valeros/skizzerz
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 18 Blessings Deck Card 18 Seelah/NathanDavis
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 19 Blessings Deck Card 19 Lem/Yewstance
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 20 Blessings Deck Card 20 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Valeros/skizzerz
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 22 Blessings Deck Card 22 Seelah/NathanDavis
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.

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None

Caravan Card 1:
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.
Caravan Card 2:
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.
Caravan Card 3:
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.
Caravan Card 4:
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.
Caravan Card 5:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Caravan Card 6:
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.

Caravan Card 7:
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.
Caravan Card 8:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Caravan Card 9:
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.
Caravan Card 10:
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge Card 2:
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.
Bridge Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 4:
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
Bridge 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.
Bridge Card 6:
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.
Bridge Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge Card 8:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge 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.
Bridge Card 10:
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.

Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Ravine Card 1:
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.
Ravine Card 2:
Shortbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Ravine Card 3:
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.
Ravine Card 4:
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.
Ravine Card 5:
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.

Ravine Card 6:
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.
Ravine Card 7:
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.
Ravine Card 8:
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.
Ravine Card 9:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Ravine Card 10:
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.

Location #6: 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
River Card 1:
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.
River Card 2:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
River Card 3:
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.
River Card 4:
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 5:
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.
River Card 6:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
River Card 7:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
Perception
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
River Card 8:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
River Card 9:
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.
River Card 10:
Elixir Of Love
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Off-turn, bury Runewell's Echo for Lem

Turn 8, under the Harrow of the Midwife
Start of turn, summon and encounter Faceless Stalker.
With a check to defeat of 16 or 18 (21 or 23 to avoid discarding an extra card), I think I'll ask Lem to cast Invisibility on me to evade

As Kyra and the group circle back around to the Caravan after cleaning up the camp site, Kyra suddenly spots an Aberration moving out of the woods towards her. "Psst, Lem... help!" she whispers. The miniature bard quickly mumbles a few words of incantation, and Kyra vanishes from the Stalker's sight. It looks around momentarily, briefly confused. And then turns and wanders away away again, in search of more ... visible prey.

I'll remain at the Caravan for now (since I can actually close if I hit a Henchmen), but Val can feel free to move us all to another location on his turn if he prefers.
Free Exploration - Card #1: Magic Chain Shirt
Lem recharges Dowsing Rod, Seelah discards from deck.
Check to Acquire - Constitution 7: 1d6 + 1d4 + 1d4 ⇒ (5) + (4) + (4) = 13 - Acquired. Then immediately Display.

As Kyra crouches behind the caravan watching the stalker leave, she spots some magical armor sitting in one of the crates. Thinking how useful this could be against the type of creatures that they've seen so far, she quickly grabs and dons it.

Discard Chronicler to explore - Card #2: Ghost
Recharge (Wildcard: becomes Discard) Blessing of the Spellbound to bless the check. Turn Undead power for +1d4 and add Magic.
Check to Defeat - Divine 6+2=8/13: 2d10 + 3 + 1d4 ⇒ (4, 10) + 3 + (2) = 19 - Defeated; Magic trait means it stays defeated.

Still watching the woods carefully as she finishes donning the armor, Kyra sees a ghost floating out of it towards the group. Knowing that such a creature could do serious damage to her friends if they even looked at it, and trusting her faith to shield her, she steps forward, raising her holy symbol and allowing the invisibility to fade. "In the name of Sarenrae, begone from here spirit!" As she speaks her words and channels her faith through the holy symbol, a beam of morning's pure light shines forth and strikes the creature, causing it to fade from this world. Kyra smiles knowing that the creature is now at rest, and feels rejuvinated by having the pureness of Sarenrae within her.

End of turn, recharge Blessing of the Dawnflower to heal 1.
Kyra is healed for 1: (Blessing of the Spellbound).
Deck shuffled. Draw 4 to reset my hand

Kyra wrote:

Hand: Mace, Fire Snake, Cure, Holy Water, Blessing of the Spellbound,

Displayed: Magic Chain Shirt,
Deck: 6 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Movement: Stick with the group
Other: Reroll not used yet

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Lem: Recharge Dowsing Rod, then Recover Invisibility
Seelah: Discard top card of deck
Anybody that needs a Cure: Please feel free to use it.
Caravan #1: Acquired.
Caravan #2: Banished.


Deck Handler // Searching for: Weapon 3 > Ally 3 > Spell 3

Hand Update

Seelah wrote:

Hand: LONGSWORD, CLOCKWORK SPY, BLESSING OF THE ANCIENTS,

Displayed:
Deck: 9 Discard: 3 Buried: 0
"Current Location: Trail
Hero Points: 0"
"NOTES:
Available Support: Blessing Available
Movement: Move with Group
Other: Character Power: Discard top deck"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2

Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (□ 1d6) and the Magic trait. (□ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(□ You may also do so if you would discard a spell for this power.)


Deck handler | 0 hero point

Off-turn: Heal 2 cards: Blessing of the Gods, Wakizashi

Hour of The Unicorn. Move everyone to River since I cannot close Caravan without a lot of help. Then explore.

River Card 1: Irori’s Mastery. Hour automatically blesses check. Fortitude 5: 2d8 + 2 ⇒ (1, 8) + 2 = 11 Acquired. Discard BotG to explore again (copying Hour power, which lets me give a boon to another local character before acting)

River Card 2: Locate Object. Hour automatically blesses check to acquire. Lem recharges Rapier to add 1d4. Wisdom 6: 2d6 + 1d4 ⇒ (1, 5) + (1) = 7 Acquired. Discard Irori’s Mastery to explore again.

River Card 3: Sage’s Journal. Hour automatically blesses check to acquire. Intelligence 6: 2d4 ⇒ (2, 1) = 3 Banished. Discard Blessing of the Samurai to explore again...

River Card 4: Werewolf. Reveal Naginata (drops lowest d8 rolled). Recharge Chain Mail per character power to add 1d4. Banner adds 1. Hour is level 1, so no DC increase. Combat 11 (16): 1d10 + 2d8 + 1d4 + 3 ⇒ (5) + (3, 5) + (4) + 3 = 20 3 is dropped, making the total 17. Success with no bad stuff.

Valeros wrote:

Hand: Blessing of the Gods 2, Longsword, Naginata, Locate Object,

Displayed: Banner,
Deck: 8 Discard: 4 Buried: 0
Current Location: River
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any. Banner displayed; add 1 to Combat checks until a CtD a bane is failed.
Movement: Move me with group
Other: 1*: Playmat used, Paizo reroll available

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat check, you may reload or recharge a weapon or an armor to add 1d4.
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding a card.


Deck handler | 0 hero point

I’ll have recharged the passed Mace during Seelah’s turn. I don’t think that changes anything that happened on my turn then.


Box Runner

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 10, Seelah/NathanDavis

Random Cards:

Monsters
Spoiler:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
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:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.

Spoiler:
Vampiric Mist
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.

Spoiler:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

Spoiler:
Harpy
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

Barriers
Spoiler:
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.

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:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.

Spoiler:
Sick Child
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.

Spoiler:
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.

Weapons
Spoiler:
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.

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 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:
Longspear
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

Spells
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:
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:
Lightning Touch
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

Spoiler:
Confusion
Core
Spell 0
Traits:
Arcane
Divine
Magic
Mental To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Armors
Spoiler:
Trifaccia's Mantle
CotCT
Armor B
Traits:
Light Armor
Loot To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card to add 1d10.

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:
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.

Spoiler:
Magic Leather Armor
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

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.

Items
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:
Spellbook
CotCT
Item 0
Traits:
Book
Magic To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.

Spoiler:
Plague Mask
CotCT
Item 0
Traits:
Accessory To Acquire:
Intelligence
Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

Spoiler:
Spider Venom
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

Spoiler:
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.

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:
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.

Spoiler:
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.

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:
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.

Blessings
Spoiler:
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.

Spoiler:
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.

Spoiler:
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.

Spoiler:
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:
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.

Top of Blessing Discard Pile:

The Joke:
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.

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Lem/Yewstance
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 2 Blessings Deck Card 2 Kyra/Maelwys
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 3 Blessings Deck Card 3 Valeros/skizzerz
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 4 Blessings Deck Card 4 Seelah/NathanDavis
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 Lem/Yewstance
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.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Valeros/skizzerz
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:
Blessings Deck Card 8 Blessings Deck Card 8 Seelah/NathanDavis
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:
Blessings Deck Card 9 Blessings Deck Card 9 Lem/Yewstance
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:
Blessings Deck Card 10 Blessings Deck Card 10 Kyra/Maelwys
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 11 Blessings Deck Card 11 Valeros/skizzerz
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 12 Blessings Deck Card 12 Seelah/NathanDavis
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 Lem/Yewstance
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 14 Blessings Deck Card 14 Kyra/Maelwys
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 15 Blessings Deck Card 15 Valeros/skizzerz
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 16 Blessings Deck Card 16 Seelah/NathanDavis
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 17 Blessings Deck Card 17 Lem/Yewstance
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 18 Blessings Deck Card 18 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Valeros/skizzerz
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 20 Blessings Deck Card 20 Seelah/NathanDavis
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.

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Caravan Card 1:
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.
Caravan Card 2:
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.
Caravan Card 3:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Caravan Card 4:
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.

Caravan Card 5:
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.
Caravan Card 6:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Caravan Card 7:
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.
Caravan Card 8:
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge Card 2:
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.
Bridge Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 4:
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
Bridge 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.
Bridge Card 6:
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.
Bridge Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge Card 8:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge 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.
Bridge Card 10:
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.

Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Ravine Card 1:
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.
Ravine Card 2:
Shortbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Ravine Card 3:
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.
Ravine Card 4:
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.
Ravine Card 5:
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.

Ravine Card 6:
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.
Ravine Card 7:
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.
Ravine Card 8:
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.
Ravine Card 9:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Ravine Card 10:
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.

Location #6: 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: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
River Card 1:
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.
River Card 2:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
River Card 3:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
Perception
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
River Card 4:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
River Card 5:
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.
River Card 6:
Elixir Of Love
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

OFF-TURN:
DOWSING ROD recharged.
INVISIBILITY (Core): Arcane 9: 1d10 + 1 ⇒ (8) + 1 = 9 -> INVISIBILITY (Core) recharged.
RAPIER (Core) recharged.

Lem wrote:

Hand: FRIGID BLAST, SAGE (Core), BLESSING OF THE ANCIENTS,

Displayed:
Deck: 9 Discard: 3 Buried: 0
"Favored Card: Spell
Hero Points: 0"
"NOTES:
Available Support: (All support is Local unless specified otherwise)
Knowledge/Arcane - Sage
NonCombat - Character Power
Any check - Blessing (it'll be safely discarded if the hour is level 0)
Movement: Move me with the party. Failing that, move me to the River.
Other: ALL of my cards are available for support as necessary.
If my character power is used, default to recharging cards in the order they are listed in my hand."


Deck Handler // Searching for: Weapon 3 > Ally 3 > Spell 3

Joke Time

Free Explore.

When Valeros fells the Werewolf, a mournful ensues, and suddenly the party is faced with Dire Wolves splashing through the river.
Discard top of deck (BLESSING OF THE SPY (1)). Reveal and Reload Longsword. Valeros' Banner. Valeros' Power (Recharge or Reload Longsword or Naginata)
Combat 12: 1d10 + 2 + 1d4 + 1d8 + 1d4 + 1 + 1d4 ⇒ (1) + 2 + (2) + (3) + (4) + 1 + (3) = 16
Discard Longsword from Top Deck

Bury Blessing of the Ancients. Recharge Lem's Frigid Blast
Close Fortitude 5+1: 1d8 + 1 + 1d8 + 1d4 ⇒ (8) + 1 + (3) + (4) = 16
Move everyone back to the Caravan

Seelah and Valeros fight side by side, keeping the wolves at bay. One mangaes to get her sword away from her, knocking her into the river. Seelah keeps the calm and courageousness of Iomedae, and pulls the Dire Wolf into the river with her. It looses its footing and flails uncontrollably out of sight. The crew heads back to the Caravan to fend off anything else trying to tear it asunder.

Kyra puts Cure into Recovery to heal Seelah
Shuffle in Cards: 1d4 + 1 ⇒ (1) + 1 = 2 Holy Water, Longsword
Kyra administers Sarenrae's life-giving power to the wet and exhausted paladin.

Seelah wrote:

Hand: STRENGTH, HOLY WATER, CLOCKWORK SPY, BLESSSING OF THE SPY (2),

Displayed:
Deck: 7 Discard: 3 Buried: 1
"Current Location: Caravan
Hero Points: 0"
"NOTES:
Available Support: Strength and Holy Water Available.
Movement: Move with Group
Other: Character Power: Discard top deck"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2

Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (□ 1d6) and the Magic trait. (□ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(□ You may also do so if you would discard a spell for this power.)


Recharged or Reloaded Valeros' Longsword or Naginata
Used Kyra's Cure
Closed River, Moved to Caravan
ON CLOSING: Everyone can give one card to anyone else, I would suggest Val throw Locate Object to Lem?


Off-turn
Recover Cure - Divine 8: 1d10 + 3 ⇒ (6) + 3 = 9 -> Cure recharged.

Kyra wrote:

Hand: Mace, Fire Snake, Holy Water, Blessing of the Spellbound,

Displayed: Magic Chain Shirt,
Deck: 7 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Movement: Stick with the group
Other: Reroll not used yet

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

OFF-TURN:
Recharge FRIGID BLAST.
Accepts Locate Object from Valeros.
Gives SAGE (Core) to Kyra.

Feel free to give the Sage back at the start of your turn - just gives me more card draws, really.

My turn will be posted later.

Lem wrote:

Hand: Locate Object (Core), BLESSING OF THE ANCIENTS,

Displayed:
Deck: 10 Discard: 3 Buried: 0


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

Lem starts his turn.
Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead

Lem resumes his singing; inspiring the godly warriors by his side in their tasks. As he sings, he could swear the symbol of Shelyn, worn under his clothes, seems to warm, ever-so-slightly, beyond that of his own body heat. It's a comfortable feeling, a pleasant sensation he'd forgotten ever feeling before.

Lem stays at the Caravan.
There's no monsters but the Story Bane here - and even then, I have almost no cards to lose and can be Avenged - so I may as well explore. I keep meaning to heal, but I just am not expending enough cards to justify it.
Free exploration:

Caravan Card 1: 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.
Dexterity 3: 1d8 ⇒ 5 -> Pass.
Acquired.

Lem banishes Locate Object to examine...
Caravan Card 2: Noxious Bomb
-> Encountered.

Caravan Card 2: 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.
Lem recharges Dagger to add 1d4.
Intelligence 5: 1d6 + 1d4 ⇒ (3) + (3) = 6 -> Pass.
Acquired.

Lem digs around in his pack for some better equipment for fighting. He finds a dagger and some more poison supplies... whilst such strategies once inspired only distaste, he had more recently come to appreciate their usefulness.

Even so... he hesitates. His charm's gone cold on his chest. After a moment of indecision, he instead reaches for a short flute and closes his pack once again, leaving the weapons inside. He begins to strike up a new tune, weaving his magic through the party and forcing a joyous facade with the music... a facade that soon melts into genuine sensation as the music grips him as well as it does anyone else.

The Caravan is shuffled from Locate Object, but I'm not sure there's any need to bother since we don't know its current cards or order so the shuffle isn't meaningful from a player's perspective.

Lem ends his turn.
Lem uses his power and discards Noxious Bomb (Core) to recharge CURE (Core) from his discard pile.

Lem attempts to recover all cards in his Recovery pile.
Locate Object (Core): Arcane 8: 1d10 + 1 ⇒ (1) + 1 = 2 -> Locate Object (Core) discarded.

Lem resets his hand.

Lem wrote:

Hand: LOOKOUT, BLESSING OF THE GODS, SINGER'S SOLUTION, BLESSING OF THE GODS (2), BLESSING OF THE ANCIENTS, CONFUSION (Core),

Displayed:
Deck: 7 Discard: 4 Buried: 0
Favored Card: Spell
Hero Points: 0
NOTES:
Available Support: (All support is Local unless specified otherwise)
Perception (Any location) - Reveal Lookout
Examination - Recharge Lookout
NonCombat - Character Power & optional Singer's Solution
Any check - Blessings (Check the hour's power and/or level)
Movement: Move me with the party. Failing that, move me to the River.
Other: ALL of my cards are available for support as necessary. You may bury my blessings if needed.
If my character power is used, default to recharging cards in the order they are listed in my hand.

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +3

Favored Card: Choose 1 Card Type
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☐ 1d6).
At the end of your turn, you may discard a card to recharge (☐ or to shuffle into your deck) a card from your discards.


Turn 12, under the Harrow of The Forge.
Hourglass: On your check, add 1 for each type of boon played.
Send the Sage back over to Lem so he has more cards to recharge for his power.

Free Exploration: 1d6 + 2 ⇒ (1) + 2 = 3 - Card #3: Death's Breath Door (See, even the dice didn't want us to really shuffle the location. ;-) )
Lem recharges Lookout (or Sage?), and then Singer's Solution to give me an extra 1d12. +1 from the Harrow. Seelah discards top card of draw deck.
Check to Defeat - Divine 10: 1d10 + 3 + 1d12 + 1 + 1d4 ⇒ (7) + 3 + (1) + 1 + (2) = 14 - Defeated

Kyra hears a cry for help from inside one of the carts of the caravan. She moves towards the door, and is about to open it when she stops as she notices a dark evil aura coming off of it. This door is magically trapped... and contains a powerful essence of evil. What kind of caravan master would employ such powerful dark magic to protect a door of his caravan? She pulls out her holy symbol again and channels the purity of Sarenrae to attempt to cleanse the door.

Discard Blessing of the Spellbound to explore again: 1d5 + 3 ⇒ (2) + 3 = 5 - Card #5: Harrowed Society Student
Check to Acquire - Diplomacy 6: 1d8 + 1 ⇒ (3) + 1 = 4 - Failed, banished.

Successfully clensing the evil magic from the door, she pulls it open, and finds a student trapped inside. "What kind of shipment were we guarding?" she muses... and then turns to the student and tries to calm him down and get his help. Unfortunately, he's too panicked right now and as soon as the door is safely open he turns and runs. Oh well... hopefully he makes it to town safely.

End of turn, recharge Holy Water to heal 1.
Kyra is healed for 1: (Quarterstaff). Deck shuffled.
Draw 3 to end my turn.

Kyra wrote:

Hand: Mace, Fire Snake, Cure, Holy Water, Bestiary of Garund,

Displayed: Magic Chain Shirt,
Deck: 6 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Movement: Stick with the group
Other: Reroll not used yet

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Lem: Recharge a card (Lookout or Sage, depending on your personal priority of those cards), then recharge Singer's Solution.
Seelah: Discard top card of deck.
Caravan: Card 3 and Card 5 banished, location shuffled.
Cure is available again, for anybody that wants it


Box Runner

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 13, Valeros/skizzerz

Random Cards:

Monsters
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.

Spoiler:
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 1d4 cards of your deck.

Spoiler:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Spoiler:
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.

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.

Barriers
Spoiler:
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.

Spoiler:
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.

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:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

Spoiler:
Sick Child
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.

Weapons
Spoiler:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

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:
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:
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.

Spoiler:
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.

Spells
Spoiler:
False Life
CotCT
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, banish to reduce it by 5.
* At the end of the scenario, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.


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:
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:
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:
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.


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:
Trifaccia's Mantle
CotCT
Armor B
Traits:
Light Armor
Loot To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card to add 1d10.

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:
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:
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.

Spoiler:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

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:
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.


Allies
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:
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:
Giant Slug
Core
Ally 1
Traits:
Acid
Animal To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.

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:
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.

Blessings
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:
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.

Spoiler:
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.

Spoiler:
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.

Spoiler:
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.

Hour Power: When a local character fails to acquire a boon, you may bury a card to encounter it.

Top of Blessing Discard Pile:

The Wanderer:
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.

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Seelah/NathanDavis
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 Lem/Yewstance
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.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Valeros/skizzerz
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:
Blessings Deck Card 5 Blessings Deck Card 5 Seelah/NathanDavis
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:
Blessings Deck Card 6 Blessings Deck Card 6 Lem/Yewstance
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:
Blessings Deck Card 7 Blessings Deck Card 7 Kyra/Maelwys
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 8 Blessings Deck Card 8 Valeros/skizzerz
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 9 Blessings Deck Card 9 Seelah/NathanDavis
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 10 Blessings Deck Card 10 Lem/Yewstance
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 Kyra/Maelwys
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 12 Blessings Deck Card 12 Valeros/skizzerz
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 13 Blessings Deck Card 13 Seelah/NathanDavis
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 14 Blessings Deck Card 14 Lem/Yewstance
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 15 Blessings Deck Card 15 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Valeros/skizzerz
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 17 Blessings Deck Card 17 Seelah/NathanDavis
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.

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None

Caravan Card 1:
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.
Caravan Card 2:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Caravan Card 3:
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.

Caravan Card 4:
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge Card 2:
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.
Bridge Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 4:
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
Bridge 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.
Bridge Card 6:
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.
Bridge Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge Card 8:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge 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.
Bridge Card 10:
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.

Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Ravine Card 1:
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.
Ravine Card 2:
Shortbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Ravine Card 3:
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.
Ravine Card 4:
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.
Ravine Card 5:
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.

Ravine Card 6:
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.
Ravine Card 7:
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.
Ravine Card 8:
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.
Ravine Card 9:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Ravine Card 10:
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.


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

OFF-TURN:

Lem accepts Sage.
Lem recharges Lookout and Singer's Solution.

Note - Feel free to bot Lem using this Hour power if it seems like a good play. He tends to be decent with acquiring boons.

Lem wrote:

Hand: BLESSING OF THE GODS, SAGE (Core), BLESSING OF THE GODS (2), BLESSING OF THE ANCIENTS, CONFUSION (Core),

Displayed:
Deck: 9 Discard: 4 Buried: 0


Deck handler | 0 hero point

Off-turn: recharge Longsword.

Hour of The Wanderer. Start of turn move everyone to Ravine.

Ravine Card 1: Prayer. Lem recharges Blessing of the Gods to add 1d4 Divine 3: 2d4 ⇒ (2, 4) = 6 Acquired. Discard to examine and explore.

Ravine Card 2: Shortbow. Ranged 5: 1d8 + 1 ⇒ (4) + 1 = 5 Recharge Blessing of the Gods (copying hour) to explore.

Ravine Card 3: Dire Rat. Reveal Naginata and reload Naginata for character power. Banner adds 1. Combat 9+2=11 (16): 1d10 + 2d8 + 1d4 + 3 ⇒ (3) + (7, 2) + (3) + 3 = 18 d8 that rolled a 2 is removed, so check result is 16. No bad stuff. AA: Lem recharges Sage to add 1d4. Fortitude 7: 1d8 + 1d4 + 2 ⇒ (4) + (2) + 2 = 8 Technically the # was on the location, not the bane, so the check may have only been Combat 10 (15). That said, I wasn’t totally sure how the wildcard worked in this case so I went for the harder option.

Valeros wrote:

Hand: Shortbow, Kikko Armor, Naginata, Heavy Wooden Shield,

Displayed: Banner,
Deck: 9 Discard: 5 Buried: 0
Current Location: Ravine
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Banner displayed; add 1 to Combat checks until a CtD a bane is failed.
Shortbow available: Freely discard for +1d6 on any Combat check
Character power (use in order): Heavy Wooden Shield (recharge), Kikko Armor (recharge), Shortbow (reload), Naginata (reload). Feel free to use all of them, I’m decent enough weaponless to punch most anything with a blessing to help out.
Movement: Move me with group
Other: 1*: Playmat used, Paizo reroll available

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat check, you may reload or recharge a weapon or an armor to add 1d4.
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding a card.


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

Pretty sure the wildcard only applies to bane powers and texts, not location ones.
As always; Lem's happy to help, and I'm glad my 1d4s actually worked out this time!

OFF-TURN:

Lem recharges BLESSING OF THE GODS and SAGE (Core).

Lem wrote:

Hand: BLESSING OF THE GODS (2), BLESSING OF THE ANCIENTS, CONFUSION (Core),

Displayed:
Deck: 11 Discard: 4 Buried: 0
"Favored Card: Spell
Hero Points: 0"
"NOTES:
Available Support: (All support is Local unless specified otherwise)
NonCombat - Character Power
Any check - Blessings (Check the hour's power and/or level)
Movement: Move me with the party.
Other: ALL of my cards are available for support as necessary. You may bury my blessings if needed.
If my character power is used, default to recharging cards in the order they are listed in my hand."


Box Runner

Agree that the # wasn't on the bane so wouldn't have been increased.
Also i know only one turn has been posted but in general i try to make sure a new post is always up around this time each day (+/- one hour) since it's the only consistent time i can make sure i post within a day. Any other time tends to be sporadic downtime from work/life.

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 14, Seelah/NathanDavis

Random Cards:

Monsters
Spoiler:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.

Spoiler:
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.

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:
Deadfall Scorpion
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.

Spoiler:
Vampiric Mist
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.

Barriers
Spoiler:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

Spoiler:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

Spoiler:
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.

Spoiler:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.

Spoiler:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

Weapons
Spoiler:
Shortsword
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

Spoiler:
Longspear
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

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.

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.

Spells
Spoiler:
Remove Disease
CotCT
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.

DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.


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:
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:
Invisibility
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

Spoiler:
Bloodscent
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.


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:
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:
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:
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.

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:
Spellbook
CotCT
Item 0
Traits:
Book
Magic To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.

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:
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:
Elixir Of Love
CotCT
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


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.

Allies
Spoiler:
Priest Of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

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.

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:
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:
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.

Blessings
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:
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:
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:
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 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: You may avenge by discarding a card.

Top of Blessing Discard Pile:

Calistria's Sting:
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.

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Lem/Yewstance
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.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Valeros/skizzerz
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:
Blessings Deck Card 4 Blessings Deck Card 4 Seelah/NathanDavis
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:
Blessings Deck Card 5 Blessings Deck Card 5 Lem/Yewstance
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:
Blessings Deck Card 6 Blessings Deck Card 6 Kyra/Maelwys
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 7 Blessings Deck Card 7 Valeros/skizzerz
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 8 Blessings Deck Card 8 Seelah/NathanDavis
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 9 Blessings Deck Card 9 Lem/Yewstance
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 Kyra/Maelwys
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 Valeros/skizzerz
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 12 Blessings Deck Card 12 Seelah/NathanDavis
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 13 Blessings Deck Card 13 Lem/Yewstance
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 14 Blessings Deck Card 14 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Valeros/skizzerz
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 Seelah/NathanDavis
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.

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Caravan Card 1:
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.
Caravan Card 2:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Caravan Card 3:
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.

Caravan Card 4:
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge Card 2:
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.
Bridge Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 4:
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
Bridge 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.
Bridge Card 6:
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.
Bridge Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge Card 8:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge 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.
Bridge Card 10:
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.

Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
Ravine Card 1:
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.
Ravine Card 2:
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.

Ravine Card 3:
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.
Ravine Card 4:
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.
Ravine Card 5:
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.
Ravine Card 6:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Ravine Card 7:
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.


Deck Handler // Searching for: Weapon 3 > Ally 3 > Spell 3

Valeros' Turn: Discard Longsword

Hour of Calistria's Sting

Give Card: Strength to Kyra

Free Explore

Seelah sense that a Captive Horror is trapped nearby in this Ravine.
Recharges one of Lem's Blessings and Buries the other
Wisdom 9: 1d6 + 1d4 + 1d6 ⇒ (4) + (1) + (5) = 10
Combined with Lem's cunning, Seelah is able to steer the party away from danger.

Discard Blessing of the Spy to Explore and Encounter Elemental Treaty
Divine 4: 1d8 + 1d8 ⇒ (2) + (6) = 8
There is something elemental and powerful about this place. Iomedae gifts her protection against these forces.

Looking for more dangers, Seelah sends her Clockwork Spy out for reconnaissance.
Display Clockwork Spy to Examine and Explore
The little machine discovers a hidden cache of armor, Slick Leather
Fortitude 7: 1d8 + 1 ⇒ (1) + 1 = 2
It's much too slick for Seelah.

Display Elemental Treaty at Ravine

Seelah wrote:

Hand: INVISIBILITY, HOLY WATER, RUNEWELL’S ECHO,

Displayed: CLOCKWORK SPY, ELEMENTAL TREATY, CHAIN MAIL,
Deck: 3 Discard: 5 Buried: 1
"Current Location: Ravine
Hero Points: 0"
"NOTES:
Available Support: Everything in Hand is Available
Movement: Move with Group
Other: Character Power: Discard top deck"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2

Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (□ 1d6) and the Magic trait. (□ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(□ You may also do so if you would discard a spell for this power.)


Off Turn, Display Chain Mail and asking Kyra for Cure
Shuffle in Cards: 1d4 + 1 ⇒ (3) + 1 = 4
MASQUE, LONGSWORD, BLESSING OF THE SPY (1), BLESSSING OF THE SPY (2)

Seelah wrote:

Hand: INVISIBILITY, HOLY WATER, RUNEWELL’S ECHO,

Displayed: CLOCKWORK SPY, ELEMENTAL TREATY, CHAIN MAIL,
Deck: 7 Discard: 1 Buried: 1
"Current Location: Ravine
Hero Points: 0"
"NOTES:
Available Support: Everything in Hand is Available
Movement: Move with Group
Other: Character Power: Discard top deck"

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2

Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (□ 1d6) and the Magic trait. (□ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(□ You may also do so if you would discard a spell for this power.)


Gave Kyra: Strength. And used her Cure
Recharged One of Lem's Blessings and Buried the other.
Elemental Treaty Displayed at Ravine
Ravine: Banished 1,3. Acquired 2


Off-turn
Add Strength to hand
Check to Recover Cure - Divine 8: 1d10 + 3 ⇒ (3) + 3 = 6 -> Cure discarded.

Kyra wrote:

Hand: Mace, Fire Snake, Holy Water, Bestiary of Garund, Strength,

Displayed: Magic Chain Shirt,
Deck: 6 Discard: 4 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Movement: Stick with the group
Other: Reroll not used yet

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

OFF-TURN:
Lem recharges Blessing of the Ancients and buries Blessing of the Gods.

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

Lem starts his turn.
Hour Power: When you suffer damage, suffer the scourge Plagued.

Hm. Penalty for taking damage and I have only 1 card in hand. It is Confusion, so I could pass off a combat check... except it won't work against mental-immune enemies, nor the henchmen for this scenario (which cannot be evaded).

Not a fan of those odds. Different plan, then.

Lem gives CONFUSION (Core) to Kyra. (Please hand it back.)
Lem stays at the Ravine.
Scenario Power: Lem expends his free exploration to heal 1d4 ⇒ 3 cards.
Lem is healed for 3: (MAGNIFYING GLASS (Curse), Noxious Bomb (Core), Locate Object (Core)). Deck shuffled.

Aw, I missed the best card in my discard pile (Masque). Oh well, it was a strong heal.

Lem clambers atop an overturned cart, creating a new chorus to one of his favourite tunes from scratch. The love of performance begins to return - both to his voice and his feet as he dances a jig, weaving his magic through the air and rallying the warriors about him.

"The evil wolves'r'growling,
The tower's coming down,
The carts are all a sprawling,
The heroes have come to town!"

"Braving wolves a risky venture,
And though we've got them on the run,
I'm sure our legendary adventure -
- has only just begun!"

'Not my finest improvised lyrics - I'm out of practice.' Lem thinks to himself. The bard swiftly switches to an upbeat, percussive tune created between his flute and the stomps of his small feet, continuing his jig as he magics the party.

Lem ends his turn.
Lem resets his hand.

'Note to self; avoid trying to rhyme 'Adventure' with anything. Really, Lem, 'Venture'?' Lem chides himself as an afterthought.

Lem wrote:

Hand: DOWSING ROD, CURE (Core), BLESSING OF THE GODS, GUARD, SINGER'S SOLUTION, INVISIBILITY (Core),

Displayed:
Deck: 9 Discard: 1 Buried: 1
Favored Card: Spell
Hero Points: 0
NOTES:
Available Support: (All support is Local unless specified otherwise)
NonCombat - Character Power (& Singer's Solution)
Examination - Dowsing Rod
Healing - Cure
Stealth Check - Invisibility
Monster Evade - Invisibility
Damage Resistance - Guard
Any check - Blessings
Movement: Move me with the party.
Other: You know the drill. All support available - keep my cards in mind!

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +3

Favored Card: Choose 1 Card Type
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☐ 1d6).
At the end of your turn, you may discard a card to recharge (☐ or to shuffle into your deck) a card from your discards.


Box Runner

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 16, Kyra/Maelwys

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

Spoiler:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
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 Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

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.

Barriers
Spoiler:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
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.

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:
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.

Spoiler:
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.

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.

Weapons
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:
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:
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.

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:
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:
Invisibility
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

Spoiler:
Bloodscent
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.


Spoiler:
Levitate
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

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:
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.


Armors
Spoiler:
Armor Of Insults
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.

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:
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:
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:
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.

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:
Spellbook
CotCT
Item 0
Traits:
Book
Magic To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.

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:
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:
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.

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:
Giant Slug
Core
Ally 1
Traits:
Acid
Animal To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.

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 Pharasma
CotCT
Ally 1
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

Blessings
Spoiler:
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:
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:
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:
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:
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.

Hour Power: When you acquire a boon, bury it.

Top of Blessing Discard Pile:

The Betrayal:
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.

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Valeros/skizzerz
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:
Blessings Deck Card 2 Blessings Deck Card 2 Seelah/NathanDavis
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:
Blessings Deck Card 3 Blessings Deck Card 3 Lem/Yewstance
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:
Blessings Deck Card 4 Blessings Deck Card 4 Kyra/Maelwys
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 5 Blessings Deck Card 5 Valeros/skizzerz
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 6 Blessings Deck Card 6 Seelah/NathanDavis
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 7 Blessings Deck Card 7 Lem/Yewstance
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 Kyra/Maelwys
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 9 Blessings Deck Card 9 Valeros/skizzerz
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 10 Blessings Deck Card 10 Seelah/NathanDavis
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 11 Blessings Deck Card 11 Lem/Yewstance
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 12 Blessings Deck Card 12 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Valeros/skizzerz
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 14 Blessings Deck Card 14 Seelah/NathanDavis
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.

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Caravan Card 1:
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.
Caravan Card 2:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Caravan Card 3:
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.

Caravan Card 4:
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge Card 2:
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.
Bridge Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 4:
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
Bridge 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.
Bridge Card 6:
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.
Bridge Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge Card 8:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge 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.
Bridge Card 10:
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.

Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, Elemental Treaty Displayed
Ravine Card 1:
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.
Ravine Card 2:
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.
Ravine Card 3:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Ravine Card 4:
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.


Off-turn, add Confusion to hand.

Turn 16, under the Harrow of the Betrayal
Hand Confusion back to Lem

Free Exploration - Card #1: Henchmen Proxy/Dire Wolves
Banish Fire Snake to roll Divine instead of Survival
Lem recharges Dowsing Rod for +1d4. Reveal Bestiary of Garund for +1d4.
Check to Defeat - Survival/Divine 6: 1d10 + 3 + 1d4 + 1d4 ⇒ (9) + 3 + (4) + (2) = 18 - Defeated
To Close - Random Card: 1d4 ⇒ 2 - Bury Holy Water
When Closed - Random Card: 1d2 ⇒ 2 - Heal Holy Water
Move the group back to the Caravan to regroup once more, and let Valeros choose his next location.

Following the others into the Ravine in search of one of the packs, Kyra thinks she hears some growling off in one of the side crevasses. She gestures to the others, and they follow her down the path. Remembering what she'd read in her Bestiary about wolves, Kyra summons a flaming cobra in front of her. As Lem plays an entrancing tune, the cobra seems to dance to the music, entrancing the wolves. Then, as the music reaches it's crescendo, the cobra suddenly jumps towards them, the fire hissing loudly. The wolves spook, and turn running out of the crevasse and away from the area. They won't be returning here anytime soon...

The group returns to the Caravan to see if there's more trouble around.

End of turn, recharge Strength to heal 1.
Kyra is healed for 1: (Chronicler). Deck shuffled. (because I've got a Cure and 2 Blessings in my discard pile, so of course it would be the Ally :-p)
Check to Recover Fire Snake - Divine 8: 1d10 + 3 ⇒ (9) + 3 = 12 -> Fire Snake recharged.
Draw 3 to reset my hand.

Kyra wrote:

Hand: Mace, Quarterstaff, Electrified Web, Holy Water, Bestiary of Garund,

Displayed: Magic Chain Shirt,
Deck: 7 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Movement: Stick with the group
Other: Reroll not used yet

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Ravine is closed.
Lem gets back Confusion, then recharges Dowsing Rod.
Group is back at the Caravan, move us or not.


Deck handler | 0 hero point

Hour of the Trumpet. Stay at Caravan and explore.

Caravan card 1: Haunt. Kyra adds 1d4 because it’s Undead. Lem recharges Cure to add 1d4. Seelah discards top card of her deck to add 1d4. Was contemplating asking for a blessing bury but I think this’ll be good enough. Diplomacy 8+2=10: 1d6 + 2 + 3d4 ⇒ (3) + 2 + (1, 3, 4) = 13

That’s all I can do this turn. Only bane left at Caravan is the story bane (henchman/villain). I’ll freely discard Shortbow against it and use my power against it as well should it be encountered. I’ll display Kikko Armor to hopefully get something else helpful into my hand.

"

Valeros wrote:

Hand: Shortbow, Mace, Naginata, Heavy Wooden Shield,

Displayed: Banner, Kikko Armor,
Deck: 8 Discard: 5 Buried: 0
Current Location: Ravine
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Banner displayed; add 1 to Combat checks until a CtD a bane is failed.
Freely discard Shortbow for +1d6 to a combat check.
Character power (in order): Mace (recharge), Heavy Wooden Shield (recharge), Naginata (reload)
Movement: Move me with group
Other: 1*: Playmat used, Paizo reroll available

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat check, you may reload or recharge a weapon or an armor to add 1d4.
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding a card.


Box Runner

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 18, Seelah/NathanDavis

Random Cards:

Monsters
Spoiler:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

Spoiler:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.

Spoiler:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

Spoiler:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.

Spoiler:
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.

Barriers
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.

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:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.

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.

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:
Keen Rapier
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

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:
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:
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:
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.

Spells
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:
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:
Bloodscent
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.


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.

Armors
Spoiler:
Armor Of Insults
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.

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:
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:
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.

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.

Items
Spoiler:
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.

Spoiler:
Balmberry
Core
Item 0
Traits:
Alchemical
Plant To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.

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:
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:
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:
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.

Spoiler:
Priest Of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

Spoiler:
Card Caster
CotCT
Ally 0
Traits:
Human
Magus To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

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

Spoiler:
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.

Blessings
Spoiler:
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:
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:
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:
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:
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.

Hour Power: When you encounter a monster from a location, before acting, another local character summons and encounters it.

Top of Blessing Discard Pile:

The Beating:
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.

Blessings Remaining: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Lem/Yewstance
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:
Blessings Deck Card 2 Blessings Deck Card 2 Kyra/Maelwys
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 3 Blessings Deck Card 3 Valeros/skizzerz
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 4 Blessings Deck Card 4 Seelah/NathanDavis
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 5 Blessings Deck Card 5 Lem/Yewstance
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 Kyra/Maelwys
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 Valeros/skizzerz
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 8 Blessings Deck Card 8 Seelah/NathanDavis
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 Lem/Yewstance
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 10 Blessings Deck Card 10 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Valeros/skizzerz
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 12 Blessings Deck Card 12 Seelah/NathanDavis
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.

Location #2: Caravan
Urban
At This Location: At the start of your turn, each local character may move.
When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
When Permanently Closed: After you move, you may give a card to a local character.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None

Caravan Card 1:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Caravan Card 2:
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.

Caravan Card 3:
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge Card 2:
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.
Bridge Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 4:
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
Bridge 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.
Bridge Card 6:
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.
Bridge Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge Card 8:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge 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.
Bridge Card 10:
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.


Deck Handler // Searching for: Weapon 3 > Ally 3 > Spell 3

Ravine Closes Recharge Elemental Treaty Divine 6: 1d8 ⇒ 2
On Valeros' turn, discard BLESSING OF THE SPY (1)
The Hour of the Beating

Free Explore

Silas Gribb is summoned and encountered by Lem via hour power, who (probably) evades.
BYA: Recharge Runewell's Echo
Banish Random Card (HOLY WATER) to defeat.
Harrow of Hammers: Discard QUARTERSTAFF

Seelah catches Silas hunting Lem menacingly. She startles him shouting with an unearthly echo. He starts to try and explain himself, obviously holding a dagger behind his back. Seelah will not suffer this fool and throws a full flask of Holy Water at him. He shrieks and flees to the Bridge.
The party gives chase.

Everyone moves to the Bridge. Permanently Closed Effect: Give Invisibility to Lem

Seelah wrote:

Hand: LONGSWORD, MASQUE, FOX, SCALE MAIL,

Displayed: CLOCKWORK SPY, CHAIN MAIL,
Deck: 2 Discard: 4 Buried: 1
"Current Location: Ravine
Hero Points: 0"
"NOTES:
Available Support: Fox: Intelligence or Wisdom check, recharge to add 1d4.
Other: Character Power: Discard Scale Mail if you have to."

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine +0
Diplomacy +2

Favored Card: WEAPON OR ARMOR
Hand Size: 4 ☐ 5
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (□ 1d6) and the Magic trait. (□ If you would discard an armor or a blessing for this power, you may recharge it instead.)
(□ You may also do so if you would discard a spell for this power.)


Gave Lem Invisibility
Closed Caravan
Everyone move to the Bridge where the Villain is shuffled.
Could use some Healing from Kyra, via her ability


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

Seelah shouldn't have suffered the Harrow of Hammers penalty, when she didn't make a Combat check at all.

OFF-TURN:
Lem is given Confusion.
Lem recharges DOWSING ROD.
Lem recharges CURE (Core).
Lem encounters a summoned Silas Gribb.

Lem banishes Confusion (Core) to evade Silas Gribb.
From Silas Gribb's power; Lem buries CURE (Core) from the bottom of his deck.

It was a summoned bane, so it returns to the vault.

The paladin's call startles Lem as much as it does Silas, and his throat constricts suddenly as he spins; his song cut short. Seeing the apparently murderous(!?) caravan master advance, weapon drawn, Lem stumbles back, reaching for some kind of weapon.

As he does, his gaze catch the eyes of his assailant, and Silas suddenly pauses, a hint of confusion over his features as Lem instinctively flings out a mental assault. The confusion is quickly replaced with shrieking pain as a bottle of holy water - flung by Seelah - shatters against his skull, breaking him from his reverie and driving him to flee.

Lem waves his thanks to the Paladin, and joins the group as they give chase!

Lem attempts to recover all cards in his Recovery pile.
CONFUSION (Core): Arcane 8: 1d10 + 1 ⇒ (9) + 1 = 10 -> CONFUSION (Core) recharged.

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

Lem starts his turn.
Hour Power: On your check, you may banish a boon to reroll a die.

Lem stays at the Bridge.
Free exploration: Bridge Card # (11 = Villain): 1d11 ⇒ 10

Bridge Card 10: 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.
Lem recharges INVISIBILITY 2 (Core) and Singer's Solution to add 1d12.
Diplomacy 12: 1d10 + 3 + 1d12 ⇒ (1) + 3 + (6) = 10 -> Fail. Lem banishes Guard to the hour's effect to reroll a die.
Diplomacy 12: 1d10 + 3 + 6 ⇒ (10) + 3 + 6 = 19 -> Pass.
Defeated.
Banished.

Lem encounters a random Blessing. We've got a Spell 1 acquired already, we haven't been acquiring Blessings (it seems - I can't check Kyra's Deck Handler) and Lem's skills make him most capable of acquiring Spells and Blessings over other card types.

Random Blessing 1: 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.
That works.
Lem recharges INVISIBILITY to his power to add 1d4.

Divine 5: 1d10 + 1 + 1d4 ⇒ (2) + 1 + (3) = 6 -> Gorum's Iron acquired.

Some nobles who were travelling with the Caravan are distressed by the thieves, wolves and the rough-edged caravan master's behaviour. Lem manages to calm them with promises that things are under control; suggesting that they set up in one of the overturned carts and help themselves to the stashed alcohol he knows was brought with them.

They seem offended - though to be frank, everything seems to offend them - but Lem carefully alludes to what might have occurred had the wolves attacked without such qualified guards in place. Lem maybe even embellishes his suggestions a bit, at least when he describes the size, intelligence and ferocity of Dire Wolves in the forest. By the time he's done, the nobles seem convinced that they were nearly torn to shreds by fast-moving bear-wolf-monster hybrids, and they go to hide in the caravan at Lem's suggestion and throw him some trinkets in a display of some kind of gratitude.

Lem ends his turn.
Lem resets his hand.

Lem wrote:

Hand: Noxious Bomb (Core), RAPIER (Core), SAGE (Core), FRIGID BLAST, BLESSING OF THE GODS, Gorum's Iron,

Displayed:
Deck: 10 Discard: 1 Buried: 2
Favored Card: Spell
Hero Points: 0
NOTES:
Available Support: (All support is Local unless specified otherwise)
NonCombat - Character Power (& Singer's Solution)
Knowledge/Arcane - Sage
Any check - Blessings

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +3

Favored Card: Choose 1 Card Type
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 (☐ 1d6).
At the end of your turn, you may discard a card to recharge (☐ or to shuffle into your deck) a card from your discards.


Box Runner

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road
• 1A - Plans Gone Wrong
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • Characters start at the Caravan
• Instead of your first exploration of your turn, you may heal 1d4 cards.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Additional Rules:

VillainProxy:
Bandit (Silas Gribb)
Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.
HenchmenProxy:
Dire Wolves
Core Story Bane 0
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

Danger:

Rescue:

Story Bane
Traits:
Task
Veteran

To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#

On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Scenario Level (#): 1

Turn: 20, Kyra/Maelwys

Random Cards:

Monsters
Spoiler:
Harpy
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

Spoiler:
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.

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:
Orc Rager
CotCT
Monster 2
Traits:
Barbarian
Orc
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.

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

Barriers
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:
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.

Spoiler:
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.

Spoiler:
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.

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:
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:
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.

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:
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:
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:
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.

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:
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:
Fiery Glare
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

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.

Armors
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:
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.

Spoiler:
Chain Mail
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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 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:
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:
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:
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:
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.

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:
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:
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:
Merchant
CotCT
Ally 0
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Spoiler:
Giant Slug
Core
Ally 1
Traits:
Acid
Animal To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.

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.

Blessings
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 Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
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 Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.

Spoiler:
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.

Hour Power: At the start of your turn, summon and encounter an ally.

Top of Blessing Discard Pile:

The Marriage:
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.

Blessings Remaining: 10

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Valeros/skizzerz
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 2 Blessings Deck Card 2 Seelah/NathanDavis
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 Lem/Yewstance
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 4 Blessings Deck Card 4 Kyra/Maelwys
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 5 Blessings Deck Card 5 Valeros/skizzerz
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 6 Blessings Deck Card 6 Seelah/NathanDavis
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 7 Blessings Deck Card 7 Lem/Yewstance
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 8 Blessings Deck Card 8 Kyra/Maelwys
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.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Valeros/skizzerz
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 10 Blessings Deck Card 10 Seelah/NathanDavis
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.

Location #4: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None

Bridge Card 1:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Bridge Card 2:
Villain Proxy B
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Bridge Card 3:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Bridge Card 4:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Bridge 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.
Bridge 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.
Bridge Card 7:
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.
Bridge Card 8:
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
Bridge Card 9:
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.
Bridge Card 10:
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.


Turn 20, under the Harrow of The Marriage
Summon and encounter an ally - Pig
Check to Acquire - Wisdom 3: 1d10 ⇒ 8 - Acquired

Kyra follows her companions to the nearby bridge, hot in pursuit of the dirty caravan driver that tried to do us wrong. On the way there, a pig joins in the chase. Okay, weird... apparently she made a new friend without even realizing it?

Free Exploration - Card #1: Invisible Wall
Lem recharges Noxious Bomb to add +1d4.
Check to Defeat - Divine 9: 1d10 + 3 + 1d4 ⇒ (7) + 3 + (4) = 14 - Defeated

As they arrive at the bridge, an invisible wall forms in front of them. Apparently, this guy still has a couple tricks up his sleeve after all. Kyra raises her holy symbol and channel's her gods power to dispel the magic that he'd left behind. Her power turns out to be stronger than Silas', and the wall disappears.

Earned Exploration - Card #2: Villain Proxy/Bandit
Discard Quarterstaff to fight with an extra d6. Lem recharges (unhallowed: discards) Gorum's Iron to bless the combat. Valeros recharges his Mace for +1d4. Seelah discards Scale Male for +1d4.
Check to Defeat - Combat 13/18: 2d8 + 2 + 2d6 + 1d4 + 1d4 ⇒ (8, 5) + 2 + (2, 3) + (2) + (1) = 23 - Defeated

Blowing past the invisible wall, Kyra leads her friends out onto the bridge. There, she quickly finds Silas, cowering in fear at the angry group. Wielding her Quarterstaff, with the entire group backing her up, they're able to subdue him very quickly, and drag him back to the caravan to ... discuss what he's done.

Victory!


Box Runner

Development:
“Oh well, well, well,” says Master Gribb, “this will not do at all.” The caravan master eyes you as if you are somehow to blame for the colossal wolves that descended upon his caravan.
“Such carelessness,” he muses aloud as he blithely deposits some of the more precious cargo into his pockets. “It’s so hard to find good help these days.”
The watchcaller looks down at you from her barely controlled horse, visibly urging you not to take out the day’s misfortunes on the only man who can pay her.
“I imagine the Belhaim Town Council will want to hear of your errors this day,” Gribb says.
Sadly, you expect they will. Ah, well. You did ask for some excitement.

Reward:
Gain a hero point and 1 xp
• Each character gets a new level 1 boon of any type, and may choose a bonus deck upgrade. you pick the type, and the intent is this comes from the game box and is added to the acquired cards.

Deck Upgrades:
Pig (Ally 0)
Fox (Ally 1)

Magic Chain Shirt (Armor 1)

Gorum's Iron (Blessing 1)
Prayer (Blessing 0)
Irori's Mastery (Blessing 1)

Noxious Bomb (Item 0)

Locate Object (Spell 1)
Elemental Treaty (Spell 1)

Shortbow (Weapon 0)
Dagger (Weapon 0)

In discussion tab please:
1. choose your bonus boon type
2. decide on deck upgrades via diplomacy or rolloffs.
3. confirm what hero point is spent on, or if saving.


Box Runner

Dragon's Demand 1A - Plans Gone Wrong
"  On the plus side, it’s caravan master Silas Gribb—and not you—who is imprisoned in the Belhaim Garrison this evening. You were guarding a routine run from Western Taldor through the Verduran Forest. As you sighted the town of Belhaim, an explosion leveled a prominent spire called the Witch Tower, panicking your horses and allowing dire wolves to attack your disrupted caravan.
  Master Gribb aimed to convince the Belhaim Town Council that you brought on his misfortunes, freeing him of the obligation to pay for your services. At first, the plainly overmatched Deputy Hodd believed the bellicose caravanner and tossed you in a cell.
  At the last hour, the local baroness, Lady Origena Devy, made a skillful dismantling of Gribb’s arguments. It became clear that Gribb never intended to pay you at all, looking only for an excuse to sabotage his own convoy for the benefit of his smuggling activities. The Lady quickly saw to the caravan master’s imprisonment.
  “I want to apologize on behalf of Belhaim for all you have suffered today,” she says as you dine with her at the Wise Piper inn. “As you have seen, we have suffered as well. Our proud monument, the Witch Tower, lies in ruins. The town is awash with rumors that kobolds lie dead within—a shocking development given that they usually stay far from our well defended homes.
  “Worse still, we cannot reach our local eccentric, the wizard Balthus Hunclay. He lives in the hillside manor. He claimed the Witch Tower blocked the view from his observatory. On many a moon, he requested permission to level it, permission that would never come his way. We fear he took matters into his own hands, and now cannot find him.
  “You seem a capable bunch. Would you investigate the ruins of the tower, documenting what involvement the kobolds had in its demolition? You should take care, though. My fool of a husband died poking around in that place some years back. I’d hate for you to follow in his path.”"

Story Banes:

Danger:
Collapse
Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.
Villain (None):
None
Henchmen(Closing):
Kobold Champion (Sesserak)
Spoiler:
Kobold Champion
Core Story Bane 1
Traits: Kobold Veteran
To Defeat: Combat 10+##
Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.
Diabolical Imp (Harzogopas)
Spoiler:
Diabolical Imp
Core Story Bane 1
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.
Clockwork Guardian
Spoiler:
Clockwork Guardian
Core Story Bane 1
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.
Elementals-ProxyA
Spoiler:
Elemental
Core Story Bane 1
Traits: Elemental Veteran
To Defeat: Combat 11+##
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire After acting, suffer # damage.

During This Adventure: Summoned Banes || Available Loot
Complete these scenarios in this order:
• 1* - Rumble Road Completed
• 1A - Plans Gone Wrong In Progress
• 1B - The Blood Vow
• 1C - The Wizard's Estate

During This Scenario: • When you encounter a bane, you may succeed at a Knowledge or Perception 5 check to evade it.
• To win, close all locations.
Legendary: Add 3 wildcards. Choose the wildcards from the game boxes you are using. All players must
agree on the wildcards you choose.
Legendary: Build the vault with banes 1 level higher than #, and treat # on banes as #+1.
Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.

Story Banes:

Dangers: Collapse
Villain: None
Henchmen(Closing): Kobold Champion (Sesserak), Diabolical Imp (Harzogopas), Clockwork Guardian Elementals-Proxy A

Additional Rules:

Proxy A - Elemental:

Core Story Bane 1
Traits: Elemental Veteran
To Defeat: Combat 11+##
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire After acting, suffer # damage.

Scourges:
NAME EFFECTS
Dazed "WHILE MARKED You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
Drained "WHILE MARKED
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge."
Entangled "WHILE MARKED
You cannot evade or move.
When your location is closed, remove this scourge."
Exhausted "WHILE MARKED
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this
scourge."
Frightened "WHILE MARKED
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge."
Poisoned "WHILE MARKED
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead."
Wounded "WHILE MARKED
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead."
Honor-Tested "WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point."
Plagued "WHILE MARKED
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

Danger:

Collapse:

Story Bane
Traits:
Obstacle
Veteran

To Defeat:
Dexterity
Wisdom 8+#OR
Acrobatics
Perception 6+#

If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Scenario Level (#): 1

Turn: 0, Kyra/Maelwys

Random Cards:

Monsters
Spoiler:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.

Spoiler:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Spoiler:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.

Spoiler:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.

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.

Barriers
Spoiler:
Symbol Of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

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.

Spoiler:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

Spoiler:
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.

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.

Weapons
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.

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.

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:
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.

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:
False Life
CotCT
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, banish to reduce it by 5.
* At the end of the scenario, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.


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:
Bloodscent
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.


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:
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:
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 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:
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:
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.

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.

Items
Spoiler:
Acid Flask
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

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:
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.

Spoiler:
Spellbook
CotCT
Item 0
Traits:
Book
Magic To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.

Spoiler:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

Allies
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.

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:
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.

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:
Merchant
CotCT
Ally 0
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Blessings
Spoiler:
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:
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:
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:
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.

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.

Top of Blessing Discard Pile:

:
[/b]

Traits: To Acquire:


Blessings Remaining: 0

[b]Blessings Deck

Blessings Deck Cards/Turn Order:

Location #1: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Tower
Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: 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: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

I propose we all start at the Tower and take full advantage of its power at the start of the game.
Since I think we choose where the leftover Barrier goes, I also propose it also goes into the Tower - it's the only location that cannot further penalize encountering a barrier there (keep in mind some barriers summon monsters that could cause consequences at any other location).

Otherwise, I can't say I'm worried for these wildcards. There's only 56 cards in total in the location decks (and, of course, closing henchmen) so the 2-explores-a-turn limit won't be a big hindrance. The combat check difficulty increase is a bit more concerning, but we can buff our way through it (like we did for almost all of the "beat combat checks by at least 5" last scenario).

Starting hand will come up after my deck upgrades are confirmed (and I'll be switching my Deck Handler to a more recent version anyway), but it's safe to say that I'll be starting with the party - preferably at the Tower.


Deck Handler // Searching For: Spell 3 > Ally 3 > Item 2 > Spell 3 > Ally 3*3 > Ally 2 > Weapon 1

In case I'm not online when everyone else is ready to begin, I'm drawing my opening hand and the like now. Any Deck Upgrades will simply replace cards in my deck or hand as necessary and listed in Discussion, though I've already switched out for my Cockroach Coat since that was confirmed.

Lem starts at the Tower.

Lem chooses Spell as his favored card type, then draws his starting hand.

Lem wrote:

Hand: Cockroach Coat, Sage (Core), Frigid Blast, Guard, Blessing of the Gods (2), Rapier (Core),

Displayed:
Deck: 9 Discard: 0 Buried: 0
"Favored Card: Spell

At the beginning of the first turn, Lem displays Cockroach Coat, adding 1d4 to all of his Acrobatics and Stealth checks, and is able to be recharged for an evade.

"

Lem wrote:

Hand: Sage (Core), Frigid Blast, Guard, Blessing of the Gods (2), Rapier (Core),

Displayed: Cockroach Coat,
Deck: 9 Discard: 0 Buried: 0
Favored Card: Spell

NOTES:
Available Support: (All support is Local unless specified otherwise)
Blessing of the Gods - Bless Any
Character Power - +1d6 Noncombat
Movement: Move me with the player next in turn order.
Other: Usual logic about using all of my cards as needed applies, with one exception. All cards are available to be used for support except Rapier (my combat with it is now at least adequate thanks to the Cockroach Coat adding 1d4).

I expect that one or both of my allies will be replaced following Deck Upgrade clarifications. Don't recharge any replaced ally, please.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Magnifying Glass (Curse), Invisibility (Core), Confusion (Core), Lookout, Cure (Core), Dowsing Rod, Masque, Blessing of the Ancients
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +3

Favored Card: Choose 1 Card Type
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument
POWERS:
On a local non-combat check (☐ or another local character’s combat check) you may recharge a card to add 1d4 ( 1d6).
At the end of your turn, you may discard a card to recharge (☐ or to shuffle into your deck) a card from your discards.

"

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