
Kyra - Maelwys |

When the Drake makes a sweep across the marketplace, Kyra tries to distract it with a magical flaming reptile of her own.
Banish Fire Snake for non-combat check.
BYA - Dexterity/Divine 8: 1d10 + 4 ⇒ (6) + 4 = 10 - Success
If you want Kyra to take one of the fights, she can use Electrified Web to let somebody else take it anyway, but with a +4.

Ser Seelah |

Recharge Captain's Cutlass
BYA Dexterity Divine 8: 1d8 + 1 + 1d6 ⇒ (5) + 1 + (4) = 10
Pausing for Drake considerations

skizzerz - Valeros |

I'd need a lot of help on this and it won't do much damage, so here goes... Dexterity 5+3=8: 1d8 ⇒ 1 Damage: 1d4 ⇒ 1 discard Tankard to fire damage. For the combat against the drake, Valeros will display Banner on the first check (unless a different item was played on it), giving all of them +1 until a check to defeat a bane is failed.

Ser Seelah |

Top Deck from Valeros' turn: Discard BATTLE ASPERGILLUM
Valeros takes the first check.
Reveal and Reload Returning Throwing Axe. Valeros' Banner. Reload Valeros' Katana +1
Combat 14: 1d10 + 2 + 1d6 + 1 + 1d6 + 1 + 1d4 ⇒ (1) + 2 + (5) + 1 + (2) + 1 + (1) = 13
Recharge Lem's Blessing of Bastet to reroll d10
Reroll: 1d10 ⇒ 10
Seelah is almost bitten by the drake but Lem warns her at the last moment.
Recharge Valeros' Surgeon to Shuffle in BATTLE ASPERGILLUM...was hoping for Wyrmsmite
Free Explore encounter Shortbow or Giantbane Greataxe from random. Choosing Shortbow. Discarding BATTLE ASPERGILLUM from Top Deck (Again)
BYA Diplomacy 6: 1d8 + 3 ⇒ (2) + 3 = 5
Add to Difficulty: 1d8 ⇒ 1
Dexterity 6+1: 1d6 + 1d4 ⇒ (5) + (4) = 9
Shortbow goes to winnings
After a harrowing attack from the Drake, Seelah makes a more conservative bid.
Discard Fencer to Explore. Encounter Bat or Standard Bearer from Random. Choosing Standard Bearer
BYA Diplomacy 6: 1d8 + 3 ⇒ (7) + 3 = 10
Melee 6: 1d10 + 2 ⇒ (10) + 2 = 12
Standard Bearer goes to winnings
Withering: Bury FENCER
Hand: RETURNING THROWING AXE, BLESSING OF THE SPY (2), BLESSING OF ABADAR, RUNEWELL’S ECHO,
Displayed: FULL PLATE,
Deck: 9 Discard: 2 Buried: 2
Current Location: Plaza
Hero Points: 0
NOTES:
Available Support: Blessings Available. Returning Throwing Axe, add 1d6 local combat.
Other: Character Power: Top Deck
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 arm;or 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.)
Reloaded Valeros' Katana +1
Recharged Valeros' Surgeon
Recharged Lem's Blessing of Bastet
Plaza: 1 move to Winnings. 2 Banished, but Standard Bearer from random move to Winnings.

Lem, the Fratricidal |

OFF-TURN:
Seelah's Turn:
Drake BA: Lem recharges Quick-Change Mask to use Diplomacy.
Dexterity/Diplomacy 8: 1d10 + 5 ⇒ (8) + 5 = 13 -> Pass.
Lem recharges Blessing of Bastet to allow Seelah to reroll.
Hand: Masque, The Midwife,
Displayed:
Deck: 14 Discard: 0 Buried: 2
"Favored Card: Blessing
Hero Points: 1"
"NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - +1d6 to noncombat (Recharge in hand order, or as per your best judgement)
The Midwife - Replace an encountered card with a random new card and bless checks against the new card (excludes story banes)
Other: Be sure to make use of the Midwife if you don't like a boon (or a barrier) that you find!"

Kyra - Maelwys |

Off-turn, end of Seelahs turn recover Fire Snake
Check to Recovery - Divine 8: 1d10 + 4 ⇒ (1) + 4 = 5 - Discarded
Turn 7, under the blessing of Desna's Freedom
On each check, the first blessing played to bless may be played freely.
As the dragon clears off, people are uncertain what to do. The auctioneer tries to get things going again, but the crowd is still somewhat shaken by their encounter. Kyra tries to get things going again with another bid in the auction.
Free Exploration - Plaza #3: Helm of the Valkyrie
Armor #1: Magic Chain Shirt
I'll take the helm. Not much harder, but better loot if anybody needs it.
Seelah discards (hopefully recharges) a card for +1d4.
BYA - Perception 6: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 - Success
Discard Blessing of the Dawnflower to add 2 dice (non-combat Constitution check).
Check to Acquire - Fortitude 8: 3d6 + 2 ⇒ (2, 5, 4) + 2 = 13 - Acquired, added to Auction pile.
The next item up turns out to be a helmet, that Kyra rather likes the looks of she's filled with such inspiration of the brave women that wear this sort of helmet, that her god urges her to vote. Perhaps a bit too strongly, as she greatly overbids the competition and likely pays too much for it... but at least it had the effect of shocking the crowd back into action, as they all murmur to each other, talking about their bid instead of the dragon. And just like that, the auction is going again, as if none of that even just happened...
End of turn, recharge Wand of Detect Magic to heal 1.
Kyra is healed for 1: (Fire Snake). Deck shuffled.
Bury Blessing of the Dawnflower.
Hand: Djinni Quarterstaff, Holy Light, Electrified Web, Chain Mail, Holy Water, Runewell's Echo,
Displayed:
Deck: 9 Discard: 0 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
If you examine and don't like the top of the location, use Djinni Quarterstaff to shuffle it
Use Blessing if needed.
Holy Water gives big bonuses against local undead.
Movement: Stick with the group
Other: Shirt reroll not used for 2B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
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.
Display my Chain Mail at the start of Lem's turn.

Lem, the Fratricidal |

Lem starts his turn.
Hour Power: Ignore cards' before acting powers.
Lem gives The Midwife to Valeros.
You may hand it back or onward as you see fit; I think it's better used for its first power than for exploring. If I need it during my turn, though, I'd have to bury it at end-of-turn as I have no other cards in my discard, whilst you wouldn't suffer any additional consequence.
Plus, handing off cards lets me draw more, in case it's not used at all.
Free exploration:
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.
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
BA: Autopass Diplomacy 6.
Recharge Masque to my power to add 1d6.
Seelah discards/recharges the top card of her deck to add 1d4.
Divine 9 (Lem, Seelah): 1d10 + 3 + 1d6 + 1d4 ⇒ (6) + 3 + (2) + (4) = 15 -> Pass.
Acquired and placed into the Winnings Pile.
A few lots of scrolls go up to the auction block; and Lem already knows the ones he's searching for. Scrolls of magical aid, scrolls to warm your bedsheets, scrolls to attract birds to you, scrolls to clean up bird droppings...
Aha! There it is! A Full Pouch scroll; excellent for re-use of various alchemical concoctions! Lem suspects he can make some alterations to create a self-refilling bottle of wine as a gift to Valeros in return for the fighter having saved his life in a previous melee.
Lem ends his turn; no cards in discard to bury.
Lem resets his hand.
Hand: Rapier (Core), Invisibility (Core), Frigid Blast, Prayer, Cockroach Coat, Blessing of Maat,
Displayed:
Deck: 9 Discard: 0 Buried: 2
Favored Card: Blessing
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - +1d6 to noncombat (Recharge in hand order, or as per your best judgement)
Prayer - Bless
Blessing of Maat - Replace 1d4s with 1d8s (noncombat), or +3 post-roll (any)
Invisibility - +2d10 Stealth or Evade Monster
Middle of Deck (Unknown Order): Lookout, The Waxworks
Recharged: Hypnotist's Locket, Cure (Core), Sharper, Burst of Adrenaline, Quick-Change Mask, Blessing of Bastet, Masque,
Discard Pile:
Buried Pile:
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.

skizzerz - Valeros |

Hour of Getting-Attacked-By-Grioth. Reveal and additionally reload Shieldsplitter Lance. Banner adds 1. Combat 10+3+3=16: 1d10 + 1d8 + 6 + 1d4 ⇒ (5) + (2) + 6 + (1) = 14 Lem discards Blessing of Maat to add 3, making this a success. Grioth is banished and it is now the Hour of The Trumpet. Explore.
Plaza 5: Ring of Protection or Random Item #1 Horn of Blasting. Choosing Horn of Blasting. Diplomacy 6: 1d6 + 2 ⇒ (5) + 2 = 7 Lem recharges Rapier. Fortitude 7: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (4) = 14 Acquired and placed into Winnings pile. Tankard withered from discards.
Something flies in and attempts to disrupt the auction. Valeros shows it the pointy end of his stick, and drives it away for the time being. He then bids on a nice, loud Horn of Blasting to help warn people if more unfriendly sorts try to crash the auction in the future.
Hand: Shieldsplitter Lance, The Midwife, Katana +1, Blessing of Shax, Wakizashi,
Displayed: Kikko Armor, Banner,
Deck: 7 Discard: 0 Buried: 3
Current Location: Plaza
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Character power, in order: Wakizashi (recharge), Shieldsplitter Lance (reload), Katana +1 (reload)
Banner displayed: adds 1 to combat checks until a CtD a bane is failed.
Movement: Move me with group
Other: 2B: Playmat available, Paizo reroll available
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 (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

BR redeux |

During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 2A - Lady Tula's Lament Completed
• 2B - A Piece of the Auction In Progress
• 2C - Spirited Away
During This Scenario: • Set up: After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of characters.
• Set up: When preparing the story banes, set aside the story banes Drake and Grioth along with 4 Proxy A's for the Grioth.
• Set up: After creating the hourglass, shuffle the drake and 4 Proxy A's into it.
• The Drake always rolls Fire.
• When you encounter a boon, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into a hoard pile instead of banishing it.
• When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.
• When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.
• 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.
• Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
• Withering: At the end of your turn, bury a random card from your discards.
• Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
Villain: None
Henchmen: None
Core Story Bane 1
Traits: Dragon Veteran
To Defeat: Combat 10+## THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
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.
Core Story Bane 0
Traits: Alchemist Human
To Defeat: Combat 11+## OR Craft Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
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.
Core Story Bane 1
Traits: Cultist Human
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Core Story Bane 1
Traits: Fire Trap
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.
Core Story Bane 1
Traits: Poison Trap
To Defeat: Dexterity Acrobatics 9 OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
Additional Rules:
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."
Scenario Level (#): 2
Turn: 10, Seelah/NathanDavis
Monsters
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
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.
Barriers
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.
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.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Weapons
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.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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.
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
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Armors
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.
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.
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
CotCT
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
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.
Items
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
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.
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.
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.
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.
Allies
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.
CotCT
Ally 2
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Core
Ally 0
Traits:
Hireling
Human To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Ally 2
Traits:
Animal
Mount To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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.
Blessings
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.
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.
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.
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.
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.
Hour Power: When you suffer damage, suffer the scourge Plagued.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 22
Blessings Deck
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.
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.
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.
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.
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.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
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.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 5 W: 3 Sp: 3 Ar: 4 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
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
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.
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.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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.
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.
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.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Location #2: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 2 Ar: 1 I: 4 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Winnings Pile
CotCT
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Armor 2
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
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.
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.
CotCT
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
CotCT
Item 2
Traits:
Liquid
Paint To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Location #3: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hoard Pile

Ser Seelah |

Off-turn: Discard/Recharge BLESSING OF THE SPY (1)
The Sickness Hour
Give Card to Kyra: Blessing of Abadar
Free Explore and Encounter Dimensional Jump or Fly from random. Choose Fly
BYA Diplomacy 6: 1d8 + 3 ⇒ (5) + 3 = 8
Recharge Lem's Rapier
Divine 8: 1d8 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6
Discard Lem's Blessing of Maat to Succeed. Fly moves to Winnings Pile
Seelah almost misses out on a bid for a good piece of magic, but Lem is able to correct her mistake.
Discard Blessing of the Spy to Explore and Encounter Keen Starknife or Shortsword from Random. Choose Keen Starknife
BYA Diplomacy 6: 1d8 + 3 + 1d8 ⇒ (1) + 3 + (2) = 6
Discard Runewell's Echo
Melee 12: 1d10 + 2 + 1d10 + 1d12 ⇒ (2) + 2 + (8) + (2) = 14
Keen Starknife goes to Winnings
Seelah is getting a hang of this bidding.
End of turn: Withering - Bury BATTLE ASPERGILLUM
Hand: RETURNING THROWING AXE, INVISIBILITY, HELM, SHARPER,
Displayed: FULL PLATE,
Deck: 6 Discard: 3 Buried: 3
Current Location: Plaza
Hero Points: 0
NOTES:
Available Support: Blessing Available. Returning Throwing Axe, add 1d6 local combat. Invisibility
Other: Character Power: Helm, then Top Deck
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 arm;or 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 Blessing of Abadar
Plaza 1 Banished.
Plaza 2 and Random Spell, Fly in Winnings

Kyra - Maelwys |

Off-turn, acquired Blessing of Abadar from Seelah
Turn 11, under the Harrow of The Joke
On your check against a barrier, you may recharge a card to add your Intelligence die.
Free Exploration - Plaza #3: Brute Force Shield
Armor #1: Magic Hide Armor
Again, the "hard" one is not much harder, so lets go with that.
Ask Lem for a song (it appear Lem's Rapier was recharged twice, so I'll assume one of those was Invis and I'll use Frigid Blast)
BYA - Perception 6: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (3) = 12 - Success
Discard Runewell's Echo for +1d12
Check to Acquire - Fortitude 8: 1d6 + 2 + 1d12 ⇒ (6) + 2 + (3) = 11 - Acquired, added to winnings.
End of turn, recharge Holy Water to heal 1 (Runewell's Echo), shuffle deck, and draw 2 to reset my hand.
Hand: Djinni Quarterstaff, Holy Light, Electrified Web, Surgeon, Blessing of the Gods, Blessing of Abadar,
Displayed: Chain Mail,
Deck: 9 Discard: 0 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
If you examine and don't like the top of the location, use Djinni Quarterstaff to shuffle it
Use Blessings if needed.
Use the Surgeon if you need healing.
Movement: Stick with the group
Other: Shirt reroll not used for 2B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
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, the Fratricidal |

OFF-TURN:
Valeros' Turn: Lem discards Blessing of Maat.
Lem recharges Rapier (Core).
Seelah's Turn: Lem recharges Invisibility (Core).
Kyra's Turn: Lem recharges Frigid Blast.
Lem did not have Blessing of Maat available for Seelah, so Fly is sent to the Hoard Pile. Seelah also takes 2 Combat Damage, but that's negated at no cost from her displayed Full Plate.
========================
Lem starts his turn.
Hour Power: Proxy A
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
It is multiple levels of impossible to complete a Combat 16 check with 1d4 strength and no means of combat, so Lem displays and recharges Cockroach Coat to evade.
Unfortunately, as per the scenario power, Grioth is shuffled back into the Hourglass and a random boon from the Winnings Pile is moved to the Hoard Pile. I'll leave that to the BR.
Panic erupts amidst the gathered crowds as one of the flying, hideous aberrations - Grioths - reach the assembled auction, knocking over crates and stalls in a frenzied search for the dragon's desired prize.
Keen to avert too much disruption to such an otherwise wonderful day; Lem gets the creature's attention with a loud shout, hoisting a book above his head.
"Hey ugly! You want it? Come and get it!" Lem shouts, fleeing down a nearby alley with his cheap copy of The Pathfinder's Guide to Varisian Dining, correctly assuming the creature wouldn't be able to tell the difference between that and a magical tome - at least at a distance.
Unfortunately, Lem can't think of an appropriate spell to get him out of this mess as he runs from the pursuing Grioth; but his magical cloak saves him once again as he turns a corner and hunkers down in the shadows. His cloak seems to spread and hook itself over nearby crannies and points, darkening to blend in perfectly with the surrounding shadows and effectively hiding the bard as the Grioth flies right past his hiding spot.
Free exploration:
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.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Recharge Prayer to my power to add 1d6.
Seelah recharges Helm to add 1d4.
Request that Kyra discard Blessing of the Gods to bless.
Strength 11 (Blessed, Lem, Seelah): 2d4 + 1d6 + 1d4 ⇒ (2, 4) + (4) + (1) = 11 -> Pass.
Acquired; placed into Winnings Pile.
Having given the creature the slip, Lem returns to the crowd just in time to bid on a new lot. He's pleased - if surprised - to see the crowd have recovered so quickly from the intrusion.
Lem ends his turn.
Withering: Lem buries Blessing of Maat.
Lem resets his hand.
Hand: Sharper, Lookout, Burst of Adrenaline, Cure (Core), Hypnotist's Locket, The Waxworks,
Displayed:
Deck: 8 Discard: 0 Buried: 3
Favored Card: Blessing
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - +1d6 to noncombat (Recharge in hand order, or as per your best judgement)
The Waxworks + Card from Hand Order - Double-Bless
Burst of Adrenaline - Allow someone to discard a card to add 2 dice to their Strength/Constitution/Dexterity check
Lookout - Reveal to add 1d6 to Perception
Cure - Free to use (I assume Seelah may want it)
Middle of Deck (Unknown Order): 0
Recharged: Quick-Change Mask, Blessing of Bastet, Masque, Rapier (Core), Invisibility (Core), Frigid Blast, Cockroach Coat,
Discard Pile:
Buried Pile:
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.

BR redeux |

Seelah is plagued from suffering combat damage during her hour. So an EOT plague check is needed
During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 2A - Lady Tula's Lament Completed
• 2B - A Piece of the Auction In Progress
• 2C - Spirited Away
During This Scenario: • Set up: After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of characters.
• Set up: When preparing the story banes, set aside the story banes Drake and Grioth along with 4 Proxy A's for the Grioth.
• Set up: After creating the hourglass, shuffle the drake and 4 Proxy A's into it.
• The Drake always rolls Fire.
• When you encounter a boon, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into a hoard pile instead of banishing it.
• When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.
• When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.
• 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.
• Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
• Withering: At the end of your turn, bury a random card from your discards.
• Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
Villain: None
Henchmen: None
Core Story Bane 1
Traits: Dragon Veteran
To Defeat: Combat 10+## THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
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.
Core Story Bane 0
Traits: Alchemist Human
To Defeat: Combat 11+## OR Craft Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
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.
Core Story Bane 1
Traits: Cultist Human
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Core Story Bane 1
Traits: Fire Trap
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.
Core Story Bane 1
Traits: Poison Trap
To Defeat: Dexterity Acrobatics 9 OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
Additional Rules:
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."
Scenario Level (#): 2
Turn: 13, Valeros/skizzerz
Monsters
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Barriers
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
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.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
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.
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.
Weapons
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.
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.
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.
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.
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
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.
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Spell 2
Traits:
Divine
Magic
Animal To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
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.
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.
Armors
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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.
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.
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.
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
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.
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.
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.
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.
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Allies
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.
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.
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.
Core
Ally 2
Traits:
Alchemical
Ooze To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
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.
Blessings
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.
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.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hour Power: No effect.
Top of Blessing Discard Pile:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Remaining: 20
Blessings Deck
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.
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.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
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.
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.
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.
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.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
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.
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.
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.
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.
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.
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.
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.
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 #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 5 W: 1 Sp: 2 Ar: 3 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
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
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.
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.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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.
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.
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.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Location #2: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 4 Sp: 2 Ar: 2 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Winnings Pile
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Armor 2
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
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.
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.
CotCT
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Location #3: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hoard Pile
CotCT
Item 2
Traits:
Liquid
Paint To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

Ser Seelah |

Fixups!
Draw Full Plate for missed acquire check damage
Discard /Recharge Full Plate
Fortitude 5: 1d8 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12
No more Plague!

skizzerz - Valeros |

Sands of the Hour. Explore the Plaza some more.
Plaza 1: Spiked Breastplate or Glamered Leather Armor. Lets go for the Glamered one. Diplomacy 6: 1d6 + 2 ⇒ (4) + 2 = 6 Lem recharges Sharper. Fortitude 7: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (2) = 12 Acquired and placed into winnings pile. Discard Shax to explore.
Plaza 2: Sneak. Finally a bane, although surprisingly it's the sole remaining monster and not one of the 5(!) barriers still in the location. BA choose to fail and discard Shieldsplitter Lance. Reveal Katana +1. Banner adds 1. Reload Katana +1 for my power. Combat 9+3+3=15: 1d10 + 1d8 + 6 + 1d4 ⇒ (9) + (8) + 6 + (4) = 27 Very defeated.
End of turn recharge Shieldsplitter Lance from my discards and wither away Blessing of Shax.
Valeros bids on some very nice armor which seems to be able to magically change its heraldry on command. As he was carrying it away, a Sneak bumped into him, causing him to drop the armor. The thief attempted to grab it and run away, but Valeros was able to catch up and knock him out with the broad side of his katana. He then fetched the guard to apprehend the miscreant and lock him up.
Hand: Wakizashi, The Midwife, Katana +1, Champion's Do-Maru, Chain Mail,
Displayed: Kikko Armor, Banner,
Deck: 6 Discard: 0 Buried: 4
Current Location: Plaza
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Character power, in order: Champion's Do-Maru (recharge), Chain Mail (recharge), Wakizashi (reload), Katana +1 (reload)
Banner displayed: adds 1 to combat checks until a CtD a bane is failed.
Movement: Move me with group
Other: 2B: Playmat available, Paizo reroll available
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 (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
Lem recharged Sharper.

Ser Seelah |

Hour of Erastil's Eye
Give Card to Lem: Sharper
Free Explore
While the Sneak distract Valeros, Seelah becomes surrounded by a Cutpurse Gang
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
Banish Invisibility
Stealth 5: 1d4 + 2d10 ⇒ (1) + (7, 6) = 14
No one expects the paladin to become invisible, and the gang's plans are quickly foiled.
Use Lem's Cure
Shuffle in Cards: 1d4 + 1 ⇒ (2) + 1 = 3 All cards healed.
Hand: RETURNING THROWING AXE, CAPTAIN'S CUTLASS, LOCKPICK SHIELD, BLESSING OF THE SPY (2),
Displayed:
Deck: 8 Discard: 0 Buried: 3
Current Location: Plaza
Hero Points: 0
NOTES:
Available Support: Returning Throwing Axe, add 1d6 local combat. Captain's Cutlass Reduce Local Combat damage by 2
Other: Character Power: Lockpick Shield, then Top Deck
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 arm;or 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 Sharper to Lem
Each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
Used Lem's Cure.
Banished Plaza 3

Kyra - Maelwys |

Off-turn
Cutpurse Gang BYA - Perception 5: 1d10 + 3 ⇒ (5) + 3 = 8 - Success
Turn 15, under the Harrow of The Cyclone
The difficulty of your non-combat check against a bane is increased by 3.
Free Exploration - Plaza #4: Deathgrip
Spell #1: Minor Harrowing
Same check either way, so I'll stick with the AD2 Spell, Deathgrip
BYA - Lem reveals his Lookout for +1d6
BYA - Perception 6: 1d10 + 3 + 1d6 ⇒ (5) + 3 + (1) = 9 - Success
To Acquire, discard Blessing of the Gods, copying the Hour (On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Check to Acquire - Divine 8: 2d10 + 4 ⇒ (6, 5) + 4 = 15 - Acquired, added to the loot pile.
End of turn, recharge Holy Light to heal 1 (Blessing of the Gods). Deck is shuffled. Draw 2 to reset my hand.
Hand: Djinni Quarterstaff, Electrified Web, Fire Snake, Cure, Surgeon, Blessing of Abadar,
Displayed: Chain Mail,
Deck: 9 Discard: 0 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
If you examine and don't like the top of the location, use Djinni Quarterstaff to shuffle it
Use Blessings if needed.
Use the Surgeon or Cure if you need healing.
Movement: Stick with the group
Other: Shirt reroll not used for 2B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
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.
Plaza #4 is acquired.

Lem, the Fratricidal |

OFF-TURN:
Valeros' Turn: Lem recharges Sharper.
Seelah's Turn: Lem is given Sharper 2: Sharper Harder.
Cutpurse Gang BA: Lem reveals Lookout to add 1d6.
Perception 5: 1d4 + 1d6 ⇒ (1) + (6) = 7 -> Pass.
No effect.
Lem sends Cure to Recovery.
Cure: Divine 8: 1d10 + 3 ⇒ (3) + 3 = 6 -> Cure discarded.
Kyra's Turn: Lem will reveal Lookout instead of recharging Sharper 2: Sharper Harder.
New hand below.
Hand: Sharper 2: Sharper Harder, Lookout, Burst of Adrenaline, Hypnotist's Locket, The Waxworks,
Displayed:
Deck: 9 Discard: 1 Buried: 3
========================
Lem starts his turn.
Lem flips over...
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Lem discards Hypnotist's Locket for combat.
Valeros recharges Champion's Do-Maru to add 1d4.
Seelah recharges RETURNING THROWING AXE to add 1d6.
Combat/Diplomacy 16 (Valeros, Returning Throwing Axe, Banner): 1d10 + 5 + 1d8 + 1d4 + 1d6 + 1 ⇒ (8) + 5 + (2) + (4) + (4) + 1 = 24 -> Pass.
Defeated (and banished).
The Grioth from earlier manages to make its way back to the crowds; but Lem had kept an eye out for it and has already prepared himself. He pulls out the locket formerly belonging to his half-brother, waving it at the Grioth and using it to focus his own will to overpower that of the aberrations; forcing it to fly far, far away from Belhaim.
Hour Power: The difficulty of your non-combat check against a bane is increased by 3.
Free exploration:
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.
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.
BA: Autopass Diplomacy 6.
Recharge Sharper 2: Sharper Harder to add 1d6.
Diplomacy 8 (Lem): 1d10 + 5 + 1d6 ⇒ (2) + 5 + (5) = 12 -> Pass.
Acquired; placed in the Winnings Pile.
Lem returns to the auction without further trouble...
Lem discards The Waxworks to explore:
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
Lem sends Burst of Adrenaline to Recovery and discards Lookout to add 2 dice.
Acrobatics 8 (Burst of Recovery): 3d8 + 1 ⇒ (1, 2, 2) + 1 = 6 -> ...What? Wait, really? I thought I was overkilling it!
Er... Okay, Lem suffers 2d4 ⇒ (3, 4) = 7 Exhausted and Wounded (and rolls more on 2d4 than he does with 3d8+1...).
Pause for Avenging.
...besides a nasty trip on some of the debris left behind from the Grioth's previous havoc. The bard is left winded, bleeding and humiliated from having tripped into a magical living bear-rug just left out in the open.
"
Hand:
Displayed:
Deck: 10 Discard: 4 Buried: 3
"Favored Card: Blessing
Hero Points: 1 // Lem has the following scourges marked: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.
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.
Hero Points: 1
Middle of Deck (Unknown Order): 0
Recharged: Quick-Change Mask, Blessing of Bastet, Masque, Rapier (Core), Invisibility (Core), Frigid Blast, Cockroach Coat, Prayer, Sharper, Sharper 2: Sharper Harder,
Discard Pile:
Buried Pile:
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.

skizzerz - Valeros |

Off-turn: Lem reveals Lookout for Cutpurse Gang. Perception 5: 1d4 + 1d6 ⇒ (4) + (6) = 10 That'll do nicely. Then, recharge Champion's Do-Maru. From Lem failing to defeat Tangle of Debris, Banner is recharged as well.
Still off-turn: Discard Chain Mail to avenge Lem. Kyra plays Blessing of Abadar. Dexterity 5+3=8: 3d8 ⇒ (7, 7, 3) = 17 Defeated.
Seeing the hazard of the debris that Lem just tripped on, Valeros does his part in clearing it away so that nobody else can injure themselves on it.
Hand: Wakizashi, The Midwife, Katana +1,
Displayed: Kikko Armor,
Deck: 8 Discard: 1 Buried: 4
Current Location: Plaza
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Character power, in order: Wakizashi (reload), Katana +1 (reload)
Movement: Move me with group
Other: 2B: Playmat available, Paizo reroll available
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 (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Lem, the Fratricidal |

Resuming turn...
Kyra sends Cure to Recovery to heal Lem 1d4 + 1 ⇒ (2) + 1 = 3 cards.
Lem is healed for 3: (Hypnotist's Locket, Lookout, Cure (Core)). Deck shuffled.
That'll work; most importantly, my own Cure is back.
Kyra recharges Surgeon to heal Lem 1 card; Lem instead unmarks the Wounded scourge.
Lem ends his turn.
Withering: Lem buries The Waxworks from his discards.
Lem attempts to recover all cards in his Recovery pile.
Burst of Adrenaline: Arcane 10: 1d10 + 3 ⇒ (1) + 3 = 4 -> Burst of Adrenaline discarded.
Lem resets his hand.
"
Hand: Sharper 2: Sharper Harder, Frigid Blast, Rapier (Core), Quick-Change Mask, Prayer, Blessing of Bastet,
Displayed:
Deck: 7 Discard: 1 Buried: 4
Favored Card: Blessing
Hero Points: 1 // Lem has the following scourges marked: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.
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.
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
Prayer - Bless a check
Blessing of Bastet - Reroll 1 or all dice
Middle of Deck (Unknown Order): Cockroach Coat, Lookout, Cure (Core), Sharper, Hypnotist's Locket, Invisibility (Core), Masque
Recharged:
Discard Pile:
Buried Pile:
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.

Kyra - Maelwys |

Off-turn
Discard Blessing of Abadar for Valeros' avenge attempt
Recharge Surgeon to heal Lem
Banish Cure to heal Lem
End of Lem's turn, attempt to recover Cure:
Cure: Divine 8: 1d10 + 4 ⇒ (6) + 4 = 10 -> Cure recharged.
Hand: Djinni Quarterstaff, Electrified Web, Fire Snake,
Displayed: Chain Mail,
Deck: 11 Discard: 1 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
If you examine and don't like the top of the location, use Djinni Quarterstaff to shuffle it
Use Blessings if needed.
Use the Surgeon or Cure if you need healing.
Movement: Stick with the group
Other: Shirt reroll not used for 2B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
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.

skizzerz - Valeros |

Hour of The Brass Dwarf.
Plaza 7: Studded Leather Armor or Slick Leather. Since neither are level 2 boons, go for the easier one (Studded Leather). Diplomacy 6: 1d6 + 2 ⇒ (2) + 2 = 4 DC increase: 1d8 ⇒ 2 Lem recharges Sharper 2: Electric Boogaloo. Fortitude 4+2=6: 1d8 + 1d6 + 2 ⇒ (4) + (4) + 2 = 10 Acquired and placed in winnings pile.
End of turn recharge Chain Mail from my discards.
Valeros finds some plain but serviceable armor being offered at a steep discount. A bidding war ensued but Valeros still feels that he got it for slightly under the price he'd have otherwise gotten from a blacksmith for a new commission.
Hand: Wakizashi, The Midwife, Katana +1, Mace, Blessing of the Samurai,
Displayed: Kikko Armor,
Deck: 7 Discard: 0 Buried: 4
Current Location: Plaza
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Character power, in order: Mace (recharge), Wakizashi (reload), Katana +1 (reload)
Movement: Move me with group
Other: 2B: Playmat available, Paizo reroll available
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 (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Ser Seelah |

Hour of Norgorber's Shadow
Free Explore to encounter Antiplague and Elixir of Energy Resistance from Random. Encounter Antiplague
BYA Diplomacy 6: 1d8 + 3 ⇒ (2) + 3 = 5
Add to Difficulty: 1d8 ⇒ 5
Discard/Recharge Lockpick Shield. Recharge Lem's Frigid Blast
Intelligence 5+5: 1d6 + 1d4 + 1d6 ⇒ (4) + (1) + (2) = 7
Recharge Captain's Cutlass to reduce damage by 2. Discard Blessing of the Spy for the rest of damage.
Withering: End of turn, bury BLESSING OF THE SPY (2)
Seelah's understanding of droughts is sadly lacking.
Hand: MASQUE, QUICK-CHANGE MASK, FULL PLATE, HELM,
Displayed:
Deck: 7 Discard: 0 Buried: 4
Current Location: Plaza
Hero Points: 0
NOTES:
Other: Character Power: Helm, Full Plate then Top Deck
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 arm;or 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.)

BR redeux |

During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 2A - Lady Tula's Lament Completed
• 2B - A Piece of the Auction In Progress
• 2C - Spirited Away
During This Scenario: • Set up: After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of characters.
• Set up: When preparing the story banes, set aside the story banes Drake and Grioth along with 4 Proxy A's for the Grioth.
• Set up: After creating the hourglass, shuffle the drake and 4 Proxy A's into it.
• The Drake always rolls Fire.
• When you encounter a boon, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into a hoard pile instead of banishing it.
• When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.
• When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.
• 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.
• Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
• Withering: At the end of your turn, bury a random card from your discards.
• Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
Villain: None
Henchmen: None
Core Story Bane 1
Traits: Dragon Veteran
To Defeat: Combat 10+## THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
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.
Core Story Bane 0
Traits: Alchemist Human
To Defeat: Combat 11+## OR Craft Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
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.
Core Story Bane 1
Traits: Cultist Human
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Core Story Bane 1
Traits: Fire Trap
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.
Core Story Bane 1
Traits: Poison Trap
To Defeat: Dexterity Acrobatics 9 OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
Additional Rules:
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."
Scenario Level (#): 2
Turn: 19, Kyra/Maelwys
Monsters
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
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.
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.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Barriers
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.
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.
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.
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.
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.
Weapons
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.
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.
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.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
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.
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.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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.
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.
Armors
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.
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.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
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.
CotCT
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Items
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.
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.
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.
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.
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.
Allies
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.
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.
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.
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.
CotCT
Ally 2
Traits:
Fighter
Human To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Blessings
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.
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.
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.
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.
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.
Hour Power: On your check against an Outsider card, add 1d4.
Top of Blessing Discard Pile:
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: 14
Blessings Deck
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.
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.
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.
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.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
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.
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.
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.
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.
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.
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.
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.
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 #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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.
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.
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.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Location #2: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 4 Sp: 3 Ar: 5 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Winnings Pile
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.
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.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Armor 2
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
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.
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.
CotCT
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Location #3: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hoard Pile
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.
CotCT
Item 2
Traits:
Liquid
Paint To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

Kyra - Maelwys |

Turn 19, under the blessing of Iomedae's Justice
Free Exploration - Plaza #1: Circlet of Mental Acuity
Item #1: Acid Flask
Hmm... tough call. I think we've already gotten a few Item 2s, though they could've gotten eaten by the Grioth. Ah well, hopefully we'll still have enough for what people need. I'll take the Acid Flask.
Lem recharges Rapier.
BYA - Perception 6: 1d10 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7 - Success
Lem recharges Mask
Check to Acquire - Intelligence 4: 1d6 + 1d6 ⇒ (6) + (3) = 9 - Acquired, added to Winnings.
Recharge Electrified Web to heal 1. Shuffle deck. Draw 4 to reset my hand.
Hand: Djinni Quarterstaff, Fire Snake, Chronicler, Blessing of the Spellbound, Runewell's Echo, Blessing of the Spellbound #2,
Displayed: Chain Mail,
Deck: 9 Discard: 0 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
If you examine and don't like the top of the location, use Djinni Quarterstaff to shuffle it
Use all the Blessings if needed.
Movement: Stick with the group
Other: Shirt reroll not used for 2B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
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, the Fratricidal |

OFF-TURN:
Valeros' Turn: Lem recharges 2Sharp 2Sharper.
Seelah's Turn: Lem recharges Frigid Blast.
Kyra's Turn: Lem recharges Rapier (Core).
Lem recharges Quick-Change Mask.
========================
Lem starts his turn.
Hour Power: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
At the end of his move step, Lem immediately ends his turn in order to unmark his Exhausted scourge.
Withering: Lem buries Burst of Adrenaline.
Lem comes down with a hint of sunstroke. Not wishing to bother Kyra for healing magic, he just finds a nice shady spot and naps for a bit; he's sure the others will wake him if there's another attack (if the sounds of panic doesn't).
Lem resets his hand.
"
Hand: Masque, Cockroach Coat, Invisibility (Core), Lookout, Prayer, Blessing of Bastet,
Displayed:
Deck: 7 Discard: 0 Buried: 5
Favored Card: Blessing
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
Prayer - Bless a check
Blessing of Bastet - Reroll 1 or all dice
Lookout - Reveal to add 1d6 to all Perception checks
Invisibility - Evade monster or +2d10 to Stealth
Middle of Deck (Unknown Order): Cure (Core), Hypnotist's Locket, Sharper
Recharged: Sharper 2: Sharper Harder, Frigid Blast, Rapier (Core), Quick-Change Mask,
Discard Pile:
Buried Pile:
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.

BR redeux |

During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 2A - Lady Tula's Lament Completed
• 2B - A Piece of the Auction In Progress
• 2C - Spirited Away
During This Scenario: • Set up: After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of characters.
• Set up: When preparing the story banes, set aside the story banes Drake and Grioth along with 4 Proxy A's for the Grioth.
• Set up: After creating the hourglass, shuffle the drake and 4 Proxy A's into it.
• The Drake always rolls Fire.
• When you encounter a boon, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into a hoard pile instead of banishing it.
• When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.
• When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.
• 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.
• Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
• Withering: At the end of your turn, bury a random card from your discards.
• Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
Villain: None
Henchmen: None
Core Story Bane 1
Traits: Dragon Veteran
To Defeat: Combat 10+## THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
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.
Core Story Bane 0
Traits: Alchemist Human
To Defeat: Combat 11+## OR Craft Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
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.
Core Story Bane 1
Traits: Cultist Human
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Core Story Bane 1
Traits: Fire Trap
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.
Core Story Bane 1
Traits: Poison Trap
To Defeat: Dexterity Acrobatics 9 OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
Additional Rules:
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."
Scenario Level (#): 2
Turn: 21, Valeros/skizzerz
Monsters
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
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.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
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.
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.
Barriers
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.
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.
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.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
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.
Weapons
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
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.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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
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.
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.
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.
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.
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.
Armors
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
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.
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.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
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.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
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.
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.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Allies
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.
CotCT
Ally 2
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
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.
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.
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
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.
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.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely. To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
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.
Hour Power: At the start of your turn, summon and encounter an ally.
Top of Blessing Discard Pile:
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: 12
Blessings Deck
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.
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.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
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.
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.
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.
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.
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.
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.
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.
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 #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
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.
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.
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.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Location #2: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 4 Sp: 3 Ar: 5 I: 4 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Winnings Pile
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.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Armor 2
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
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.
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.
CotCT
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Location #3: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hoard Pile
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.
CotCT
Item 2
Traits:
Liquid
Paint To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

skizzerz - Valeros |

Hour of The Marriage. Hour has me summon and encounter an ally. Because I'm at the plaza, I draw a 2nd one and choose one to encounter. Random allies 1 and 2: Porcupine and Magistrate. Valeros feels like a porcupine wouldn't make the greatest of wives, so chooses to encounter the Magistrate instead. Diplomacy 6: 1d6 + 2 ⇒ (4) + 2 = 6 Lem recharges Masque. Seelah recharges Helm. Diplomacy 9: 2d6 + 1d4 + 2 ⇒ (3, 2) + (3) + 2 = 10 Made it! Magistrate put into winnings pile, despite that making zero sense. Now to explore.
Plaza 1: Pit Trap. Lem recharges Cockroach Coat. Dexterity 6: 1d8 + 1d6 ⇒ (6) + (1) = 7 Defeated, and it gives me a free explore.
Plaza 2: Sonic Blast or Detect Evil. Let's go with Detect Evil. Diplomacy 6: 1d6 + 2 ⇒ (1) + 2 = 3 DC increase: 1d8 ⇒ 8 Uh.... Choose to fail that check, not worth spending resources to hit a Wisdom 14. Bury my displayed Kikko Armor to reduce all damage to me to 0. Detect Evil goes to the hoard pile.
A well-dressed lady is browsing the wares on auction and Valeros is immediately smitten. He puts forth his best manners and chats with her for a bit, learning that she is the magistrate for the village. News of his exploits have reached her ears, and she indicates she would love to hear more stories after the auction is over. Excited over the prospect, Valeros gets distracted while bidding on a useful-sounding spell scroll, and loses it to an unsavory-looking person.
Hand: Wakizashi, The Midwife, Katana +1, Mace, Blessing of the Samurai,
Displayed:
Deck: 7 Discard: 0 Buried: 5
Current Location: Plaza
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Character power, in order: Mace (recharge), Wakizashi (reload), Katana +1 (reload)
Movement: Move me with group
Other: 2B: Playmat available, Paizo reroll available
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 (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Ser Seelah |

Hour of Pharasma's Knowing
Display FULL PLATE
Free Explore and Encounter Returning Starknife or Humanbane Rapier from Random. Choosing to encounter Humanbane Rapier
BYA Diplomacy 6: 1d8 + 3 ⇒ (5) + 3 = 8
Discard/Recharge Helm. Recharge Lem's Masque. Recharge Valeros' Blessing of the Samurai
Melee 11: 1d10 + 2 + 1d4 + 1d6 + 1d10 ⇒ (6) + 2 + (3) + (3) + (9) = 23
Humanbane Rapier goes to Winnings
Discard Masque to Explore
Out of nowhere a Flanking Attack
BYA Random Other Encounters Danger: 1d3 ⇒ 2
Lem Encounters Danger. Difficulty Increased by #.
Pausing to see whether he uses Invisibility on himself or it makes sense to use it on me

Lem, the Fratricidal |

OFF-TURN:
Valeros' Turn: Lem recharges Masque.
Lem recharges Cockroach Coat.
Seelah's Turn:
Lem recharges Invisibility (Core).
Danger (Artifice): 1d6 ⇒ 3- > Lem summons and encounters...
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.
Lem recharges Lookout to add 1d6.
Seelah discards/recharges the top card of her deck to add 1d4.
Arcane 13: 1d10 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (4) + (2) = 11 -> Fail; bury Blessing of Bastet to reroll all dice.
Arcane 13: 1d10 + 3 + 1d6 + 1d4 ⇒ (10) + 3 + (5) + (3) = 21 -> Pass.
Defeated. Lem draws...
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.
Hand: Deathbane Light Crossbow, Prayer,
Displayed:
Deck: 11 Discard: 0 Buried: 6
"Favored Card: Blessing
Hero Points: 1"
"NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
Prayer - Bless a check
Other: Do be sure to check if cards have already been recharged from my hand. Especially since in this case (since Seelah should have known that Invisibility wasn't available when she started the encounter) it had strategic considerations that would have probably increased the odds that The Midwife would've been used instead."

Ser Seelah |

Random Artifice Danger: 1d6 ⇒ 1 Bandit!
BYA: Recharge Quick-Change Mask
Banish Masque to Defeat
Banish Flanking Attack
"
Hand: DETECT DESIRES, WYRMSMITE, BLESSING OF THE SPY (1), RUNEWELL’S ECHO,
Displayed: FULL PLATE,
Deck: 5 Discard: 0 Buried: 4
Current Location: Plaza
Hero Points: 0
NOTES:
Available Support: Blessing and Detect Desires
Other: Character Power: Top Deck
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 arm;or 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.)

Kyra - Maelwys |

Turn 23, under the Sands of the Hour
Only one card left, and tonnes of resources available. Lets see how many I can use. ;-)
Free Exploration - Plaza #5: Warband
Random monster that gets 4 fights seems scarier than a different random barrier. Valeros will play The Midwife to pick a new barrier.
Barrier #1: Wounded Wanderer - Perfect!
Blessed by the Midwife. Recharge Blessing of the Spellbound to bless.
Check to Defeat - Divine 8: 3d10 + 4 ⇒ (10, 7, 8) + 4 = 29 - Defeated
Summon and encounter a Diplomacy ally.
Ally #2: Magistrate or Ally #3: Craftsman. Lets go with the Magistrate
BYA - Seelah discards from top of deck
BYA - Perception 6: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (4) = 15 - Passed
Seelah plays Detect Desires for +1d6+2, and Runelord's Echo to add 1d12.
Check to Acquire - Diplomacy 9: 1d8 + 1 + 1d6 + 2 + 1d12 ⇒ (8) + 1 + (2) + 2 + (2) = 15 - Acquired, added to loot.
To close, I'll play Fire Snake to make it a Divine check. Then discard Runelord's Echo to add 1d12, which lets me also recharge Blessing of the Spellbound 2 to bless.
Check to Close - Diplomacy/Divine 7: 2d10 + 4 + 1d12 ⇒ (6, 1) + 4 + (11) = 22 - Auto-pass
As the auction wraps up, Kyra thinks she hears the distant sound of an approaching warband. More trouble... but no, she was mistaken. It is actually just a lone rider on horseback, terribly injured from a previous melee. Kyra and Seelah run over to him, and Kyra manages to treat his wounds while Seelah helps calm him down and convince him that we're his friends and mean him no harm. Seeing the crowd mill about at this last minute interruption to the auction, Kyra turns and creates a large fiery snake in the sky above the auction block. "The auction is now complete! Return to the safety of your homes!" it bellows across the square. And suitably put in their places, the crowd quickly clears, leaving just Kyra and her friends, the clear winners of the day.
Victory!

BR redeux |

Reward:
Hero point
Loot: Wall of Light
Party gets all cards in the winnings pile.
Deck upgrades:
Standard Bearer (Ally 1)
Magistrate (Ally 2)
Craftsman (Ally 1)
Studded Leather Armor (Armor 0)
Helm of the Valkyrie (Armor 2)
Brute Force Shield (Armor 2)
Glamered Leather Armor (Armor 2)
Armor of Insults (Armor 1)
Prayer (Blessing 0)
The Waxworks (Blessing 1)
The Midwife (Blessing 1)
Acid Flask (Item 0)
Balmberry (Item 0)
Plaguebringer's Mask (Item 2)
Horn of Blasting (Item 2)
Unearthly Aim (Spell 2)
Full Pouch (Spell 2)
Deathgrip (Spell 2)
Humanbane Rapier (Weapon 2)
Deathbane Light Crossbow (Weapon 1)
Keen Starknife (Weapon 2)
Vicious Scythe (Weapon 2)
Snakebite Dagger (Weapon 1)
Shortbow (Weapon 0)
Returning Throwing Axe (Weapon 1)
Ill get next scenario up tomorrow morning. Go ahead and post your hero point spend/deck upgrades in discussion, and figure out who is taking the loot

BR redeux |

2C - Spirited Away
Wildcards: 5d18 ⇒ (16, 16, 16, 10, 17) = 75
Harrow of Keys
Unhallowed
Harrow of Shields
During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 2A - Lady Tula's Lament Completed
• 2B - A Piece of the Auction Completed
• 2C - Spirited Away In Progress
During This Scenario: • Set up: When preparing the story banes, after making the story bane stack, shuffle the villain proxy into the Cell
• Set up: Characters start at the Castle
• You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Cell.
• Before you encounter the Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating the Rescue, instead draw the Rescue proxy. If a Rescue proxy would go anywhere other than a character's hand, shuffle it into your location.
• When you encounter the villain, before acting, bury 1d4 cards. After acting, if each character cannot reveal a Rescue proxy, the villain is undefeated.
• 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 Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
• Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Dangers: Grioth
Villain: Grioth (Galadryth) - Villain Proxy 1
Henchmen: Rescues - Proxy A
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Core Story Bane 0
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.
Additional Rules:
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."
Scenario Level (#): 2
Turn: 1, Valeros/skizzerz
Monsters
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Barriers
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
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.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Weapons
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.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
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.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Spell 2
Traits:
Divine
Magic
Animal To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Armors
Core
Armor 2
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
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.
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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.
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
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
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.
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.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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.
Allies
CotCT
Ally 1
Traits:
Cleric
Halfling To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
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.
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.
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.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Blessings
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.
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.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hour Power: You may not use powers to reroll dice.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 29
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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.
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.
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
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.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
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.
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.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed. To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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.
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.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
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.
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.
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.
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.
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.
Location #1: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
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.
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.
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 A definition.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
CotCT
Ally 2
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
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.
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.
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.
Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
CotCT
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
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.
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.
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
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.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
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.
Location #3: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
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.
CotCT
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
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.
Core
Ally 2
Traits:
Construct
Magic To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
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.
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.
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.
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.
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.
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
Location #4: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
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.
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.
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.
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
CotCT
Ally 2
Traits:
Hireling
Lycanthrope To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
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.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
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 #5: Bridge
At This Location: If your check to defeat invokes the Electricity trait, add 1d6.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
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.
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.
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.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Location #6: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
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.
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.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
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.
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.
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.

Ser Seelah |

Starting at a location Valeros wants to move to
Hand: BATTLE ASPERGILLUM, HELM, LOCKPICK SHIELD, BLESSING OF THE ANCIENTS,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Valeros's Location
Hero Points: 0
NOTES:
Available Support: Blessing Available
Other: Character Power: Helm, Lockpick Shield, then Top Deck
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 arm;or 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.)

Lem, the Fratricidal |

Lem chooses Item as his favored card type, then draws his starting hand.
"
Hand: Lookout, Masque, Invisibility (Core), Quick-Change Mask, Fencer, Cure (Core), Gambeson,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Favored Card: Item
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
Lookout - Reveal to add +1d6 to any Perception
Invisibility - +2d10 Stealth or Evade Monster
Fencer - I can... take a monster encounter for you? (Are you sure? I guess if there's an Arcane check?)
Cure - Use it as early as you want! I'm happy cycling through this as many times this scenario as we can!
Other: A solid starting hand; I will be giving Fencer to another character (probably Valeros) to help me avoid combat.Feel free to take some early discards and use my Cure!
Middle of Deck (Unknown Order): Blessing of Bastet, Blessing of Bastet, Sharper, Blessing of Asmodeus, Burst of Adrenaline, Hypnotist's Locket, Cockroach Coat, Frigid Blast, Rapier (Core)
Recharged:
Discard Pile:
Buried Pile:
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.

skizzerz - Valeros |

Starting at Castle per scenario requirements. Asking someone to kindly post the flavor for the previous scenario's development as well as this scenario :)
Hand: Chain Mail, Surgeon, Camel, Champion's Do-Maru, Katana +1,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Castle
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Surgeon available.
Character power, in order: Chain Mail (recharge), Champion's Do-Maru (reload), Katana +1 (reload)
Movement: Move me with group
Other: 2C: Playmat available, Paizo reroll available
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 (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Yewstance |

Thanks for the reminder; sorry about that.
DEVELOPMENT:
The drake and the grioths have done their damage, yet you kept their rampage contained. The auction attendees are preparing to collect their winnings when the air is split by a thunderous roar.
"I am Aeteperax, Lord of Dragonfen," bellows a massive winged creature from a nearby rooftoop. The dragon's dark wings outline a skeletal body and eyes that burn with deathless fire.
"You have exhausted my patience. Your wizard promised many things, including five rare and ancient tomes. I have tried to obtain these lawfully, but I will now take what I demand. Bring the books and 2,000 pieces of gold for each of your craven residents to the Monastery of Saint Kyerixus in two weeks, or I will flatten this dunghill to the very earth!"
With that, the dragon vanishes. The townspeople are in revolt; surely there is now way they can summon up more than 700,000 gold pieces. "What shall we do?" they cry as one.
"Well, says a gnome from the back, "we could just kill it."
"The Belhaim Town Council again has permitted your presence in its deliberations. Since you have provided aid to the town over the last month, your voices are welcome in between pronouncements of the dueling clerics of Abadar and Shelyn.
Today, the subject has again turned to monsters.
"What are these...grioths...of which you speak?" The Lady Origena Devy struggles with yet another unexplained disturbance to her town's serenity.
You had never heard of these batlike creatures before either, but fortunately you are not the only ones present.
"I have found some information that may serve, Milady," says Eupaphenia Targas, the cleric who tends the temple of Abadar. "In preparation for the auction, the clerks prevailed upon me to examine the wizard's books. Some I could not understand, but the bestiary was in a script I could quickly decipher.
"Therein I found all manner of known malefactors - the bloodbug, the basiliks, the lurking ray. Several I had not yet known of, among them these grioths. Here's what I know. They are not from around here. In fact, they are not of this world. They are from planets cast away from their stars. The worst of wizards summon them to Golarion through a magical tapestry called the Dark Window."
"There is no good in them," she continues. "They come to pillage the land and kidnap the helpless. They are experts in crafting cells in which to imprison their victims. The grioths must be either slain or forced back through the window from whence they came."
The Council devolves into whispers and hubbub as all present consider the gravity of the situation.
"Begging your leave, ma'am," says Jacoba Kirvis, the town barrister. "I have a list of the missing. it is not a short list."
As has become typical of late, all eyes in the room turn toward you. There is a crisis, and you will again prove to be the solution to it. For a bucolic countryside town, Belhaim sure isn't boring.

Kyra - Maelwys |

Starting in the Castle, just to be different.
Hand: Holy Javelin, Wand of Detect Magic, Chronicler, Surgeon, Blessing of the Spellbound #2, Blessing of the Spellbound,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use all the Blessings with discretion (if they recharge/discard, use freely; if they discard/bury, only on Story banes or really nasty things).
Use the Surgeon if the Harrow of Keys hits something really important from the top of your deck (or once that's gone, call out and I'll give you my EoT heal 1)
Movement: Stick with the group
Other: Shirt reroll not used for 2C
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
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.

skizzerz - Valeros |

Hour of the Inquisitor. Stay at Castle, discarding Wakizashi from the top of my deck due to not moving. Explore.
Castle 1: Magic Klar. Lem recharges Lookout. Melee 9: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (5) = 18 Acquired. Discard Camel to explore.
Castle 2: Harrowed Society Student. Diplomacy 6: 1d6 + 2 ⇒ (5) + 2 = 7 Acquired. Discard to explore.
Castle 3: Will-o'-wisp. Reveal Katana +1. Recharge Chain Mail to add 1d6. Combat 13: 1d10 + 1d8 + 5 + 1d6 ⇒ (9) + (5) + 5 + (2) = 21 Defeated.
At end of turn, recharge Wakizashi from my discards.
A rescue mission, huh? That's more up my alley! Valeros thinks to himself. Everyone approaches an old dilapidated castle. Valeros spots a lanky robed boy crouching over some sort of shield. Any fears that the kid was hostile vanished when he turned around and greeted the party, stating he's a new member of some Harrowed Society or something like that and was studying this magical klar. Valeros informs him that the castle may not be the safest of spots due to the grioths in the area, but this seems to just pique the student's interest rather than driving him away. Grudgingly, Valeros lets him tag along in their rescue mission for the time being. If anything, an extra pair of eyes and some additional spells couldn't go amiss.
Inside a particularly overgrown section of the crumbling castle floated a little ball of light. The student immediately recognized it as a will-o'-wisp; good thing he was brought along after all! With appropriate precautions, Valeros was able to slice it into half without getting himself zapped.
Hand: Blessing of the Samurai, Surgeon, Magic Klar, Champion's Do-Maru, Katana +1,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Current Location: Castle
Hero Points: 0
NOTES:
Available Support: Blessings always available, if any.
Surgeon available.
Character power, in order: Champion's Do-Maru (recharge), Magic Klar (reload), Katana +1 (reload)
Movement: Move me with group
Other: 2C: Playmat available, Paizo reroll available
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 (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
Castle 1-3 cleared.
Lem recharges Lookout.

Ser Seelah |

The Hour of Hidden Truth
Harrow of Keys: No Move, Discard from top deck DETECT DESIRES
Free Explore
Seelah considers grabbing a Shortbow at the Castle.
Discard/Recharge Helm
Dexterity 5: 1d6 + 1d4 ⇒ (4) + (1) = 5
Discard Blessing of the Ancients to Examine Rescue, then Explore
Seelah gets a good vantage point with her bow and gets a good look at the prison and knows it's time to attempt a Rescue. But first, she must face a Grioth
Reveal Battle Aspergillum. Discard/Recharge Lockpick Shield. Recharge Valeros' Champion's Do-Maru and Blessing of the Samurai
Combat 10+6: 1d10 + 2 + 1d8 + 1d4 + 1d4 + 1d10 ⇒ (4) + 2 + (1) + (3) + (3) + (6) = 19
Seelah's aspergillum bats the grioth away giving her just enough time to attempt a Rescue.
Recharge Lem's Masque. Topdeck Discard/Recharge FULL PLATE
Melee 9: 1d10 + 2 + 1d6 + 1d4 ⇒ (7) + 2 + (4) + (1) = 14
Seelah knocks out the jailer and throws the Short Bow at another guard to get the Rescue out of there.
Bury Short Bow to close Castle. Then move to Stable
Hour of Hidden Truth Heal: 1d4 - 1 ⇒ (2) - 1 = 1 Detect Desires
Hand: BATTLE ASPERGILLUM, CAPTAIN'S CUTLASS, BLESSING OF ABADAR, RESCUE,
Displayed:
Deck: 13 Discard: 1 Buried: 1
Current Location: Valeros's Location
Hero Points: 0
NOTES:
Available Support: Blessing Available. Captain's Cutlass, reduce combat damage by 2
Other: Character Power: Top Deck
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 arm;or 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.)
Acquired Castle 4. Closed Castle. Moved all to Stable
Recharge Valeros' Blessing of the Samurai and Champion's Do-Maru and Lem's Masque
Rescue in hand

Kyra - Maelwys |

Turn 3, under Shelyn's Song
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
No move, discard top of deck: (Blessing of the Dawnflower)
Free Exploration - Stable #1: Helm
Check to Acquire - Fortitude 4: 1d6 + 2 ⇒ (4) + 2 = 6 - Acquired
Discard Chronicler to explore - Stable #2: Tayce Soldado
Lem recharges Invisibility. Seelah discards top of deck.
Check to Acquire - Diplomacy 9: 1d8 + 1 + 1d6 + 1d6 ⇒ (4) + 1 + (2) + (3) = 10 - Acquired!
New Ally (1, 4, 5, 6): 1d4 ⇒ 2 - Shuffled into the Farm
Discard Tayce Soldado to explore - Stable #3: Rescue
First, face the Danger: Grioth
Banish Holy Javelin for combat, against a Story bane.
Check to Defeat - Combat 16: 1d10 + 4 + 2d12 ⇒ (2) + 4 + (5, 12) = 23 - Defeated
Tayce gives me +1d6 against non-combat in an Urban location. Seelah discards from top of deck.
Check to Defeat - Melee 9: 1d8 + 2 + 1d6 + 1d6 ⇒ (4) + 2 + (5) + (5) = 16 - Defeated, drawn to hand
Closing check, Tayce still gives me +1d6, Seelah discards from top of deck.
Check to Close - Diplomacy 7: 1d8 + 1 + 1d6 + 1d6 ⇒ (6) + 1 + (2) + (6) = 15 - Closed
Having watched Seelah rescue the prisoner in the castle, Kyra is inspired to lead the way into the adjoining stables. As she enters she spots a helmet partially hidden in the hay near the door. Thinking it could prove useful, she snatches it up and puts it on before going ahead. She spots a young lady ahead, and convinces her that we're friendly. The lady points to where there's another Grioth ahead with a captive.
Kyra approaches it boldly, with her holy symbol flashing in her hand. As it stands up to defend its prize, she calls out a loud prayer to her god, and a bright bolt of holy strength immediately strikes the creature dead. She moves to the captives, quickly freeing them and bading them to follow the group, as they move off towards a nearby farm.
Recharge Surgeon to heal a random card for Seelah.
End of turn, recharge Wand of Detect Magic to heal a random card for Valeros.
Recover Holy Javelin - Divine 10: 1d10 + 4 ⇒ (8) + 4 = 12 -> Recharged
Draw 2 to reset my hand.
Hand: Fire Snake, Helm, Runewell's Echo, Blessing of the Spellbound #2, Blessing of the Spellbound, Rescue,
Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use all the Blessings with discretion (if they recharge/discard, use freely; if they bury, only on Story banes or really nasty things).
Use the Surgeon if the Harrow of Keys hits something really important to your deck (or once that's gone, call out and I'll give you my EoT heal 1)
Movement: Stick with the group
Other: Shirt reroll not used for 2B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
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 recharges Invisibility
Seelah discards(recharges?) top 3 cards of deck, then heals 1 random.
Valeros heals 1 random
Stable closed, Rescue in hand
Farm has a random Ally shuffled into it
Group moves to Farm

Lem, the Fratricidal |

Not that it changes anything, but I think the hour power of The Hidden Truth would occur before the exploration of Blessing of the Ancients - a little like a Trigger.
OFF-TURN:
Valeros' Turn: Lem recharges Lookout.
Seelah's Turn: Lem recharges Masque.
Kyra's Turn: Lem recharges Invisibility.
========================
Lem starts his turn.
Hour Power: On your check, add 1 for each type of boon played.
Lem composes new sonnets chronicling the party's deeds, and recites them to the rescued townsfolk - and laughing at his own "Captive Audience" joke. Whilst all are keen to get back to town, the party cannot afford to split up to escort them out - nor wish to leave any of the remaining captives in the hands of these aberrations for any longer than they must - so keeping their spirits up and their confidence in the heroes is essential for morale.
Lem gives Fencer to Valeros.
Lem stays at the Farm.
Harrow of Keys: Lem discards Rapier (Core) from his deck.
Free exploration:
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.
Banished.
Lem leads the way into an accompanying granary to the fort, reasoning that it may contain more of the Grioth's captives. There's signs of a fight having taken place - cheap and broken weapons, tools and splintered wood - but no bodies and little blood. Did someone try to fight back against the Grioths before being captured?
Lem displays Gambeson.
Lem sends Cure to Recovery to heal Kyra 1d4 + 1 ⇒ (1) + 1 = 2 cards.
Lem ends his turn.
Lem attempts to recover all cards in his Recovery pile.
Cure (Core): Arcane 8: 1d10 + 3 ⇒ (1) + 3 = 4 -> That's unfortunate; Cure (Core) discarded.
Lem resets his hand.
Hand: Frigid Blast, Sharper, Burst of Adrenaline, Quick-Change Mask, Blessing of Bastet, Cockroach Coat, Blessing of Asmodeus,
Displayed: Gambeson,
Deck: 5 Discard: 2 Buried: 0
At the start of Valeros' turn, he recharges Surgeon to heal Lem 1 card.
Lem is healed for 1: (Rapier (Core)). Deck shuffled.Ugh; I was hoping to hit Cure. Could I please request a heal from Kyra's character power? The sooner Cure is shuffled in, the more it can be used.
"
Hand: Frigid Blast, Sharper, Burst of Adrenaline, Quick-Change Mask, Blessing of Bastet, Cockroach Coat, Blessing of Asmodeus,
Displayed: Gambeson,
Deck: 6 Discard: 1 Buried: 0
Favored Card: Item
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement (see below)
Burst of Adrenaline - Allow someone to discard a card to add 2 dice to Str/Dex/Con, but prevent further explorations.
Blessing of Bastet - Reroll one or all dice. Can be used to 'explore' off-turn if there's a compelling reason to do so.
Other: If you can set up a situation for me to use my Blessing of Asmodeus productively, I'd appreciate it. Notably, do not recharge Burst of Adrenaline to my power if you think it can be used on Seelah or Kyra's turn after I've used everything else, so I can autopass the recovery check and reset my hand.(Example - Valeros recharges Frigid Blast and Sharper on his turn. Seelah recharges Quick-Change Mask and discards Blessing of Bastet on her turn. Kyra uses Burst of Adrenaline on her turn, Lem displays Cockroach Coat, then uses Blessing of Asmodeus to autopass his recovery check and reset his hand.)
Alternatively, if my cards are never particularly helpful to spend off-turn, I can probably work out a way to make it work, still. Use your best judgement.
Middle of Deck (Unknown Order): Rapier (Core), Lookout, Invisibility (Core), Hypnotist's Locket, Masque
Recharged:
Discard Pile:
Buried Pile:
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.
Valeros was given Fencer, and recharged Surgeon.
Kyra was healed for 2.
My roll were pretty bad, but not particularly harmful either.

Ser Seelah |

Off turn:
Recharge DETECT DESIRES and BLESSING OF THE SPY (1)
Discard RIDING ALLOSAURUS
Heal BLESSING OF THE ANCIENTS
Hand: BATTLE ASPERGILLUM, CAPTAIN'S CUTLASS, BLESSING OF ABADAR, RESCUE,
Displayed:
Deck: 13 Discard: 1 Buried: 1
Current Location: Valeros's Location
Hero Points: 0
NOTES:
Available Support: Blessing Available. Captain's Cutlass, reduce combat damage by 2
Other: Character Power: Top Deck
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 arm;or 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.)

BR redeux |

During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 2A - Lady Tula's Lament Completed
• 2B - A Piece of the Auction Completed
• 2C - Spirited Away In Progress
During This Scenario: • Set up: When preparing the story banes, after making the story bane stack, shuffle the villain proxy into the Cell
• Set up: Characters start at the Castle
• You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Cell.
• Before you encounter the Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating the Rescue, instead draw the Rescue proxy. If a Rescue proxy would go anywhere other than a character's hand, shuffle it into your location.
• When you encounter the villain, before acting, bury 1d4 cards. After acting, if each character cannot reveal a Rescue proxy, the villain is undefeated.
• 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 Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
• Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Dangers: Grioth
Villain: Grioth (Galadryth) - Villain Proxy 1
Henchmen (closing): Rescues - Proxy A
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Core Story Bane 0
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.
Additional Rules:
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."
Scenario Level (#): 2
Turn: 5, Valeros/skizzerz
Monsters
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.
CotCT
Monster 2
Traits:
Elemental
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.
CotCT
Monster 2
Traits:
Barbarian
Orc
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
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.
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.
Barriers
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.
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.
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.
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
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
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
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.
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.
Spells
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.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Armors
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.
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.
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.
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.
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Items
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.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
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.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Allies
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.
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.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Ally 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
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.
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.
Hour Power: No effect.
Current Hour:
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.
Hours Remaining: 25
Hourglass
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.
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.
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.
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.
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.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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.
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.
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
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.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
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.
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.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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.
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.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
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.
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.
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.
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.
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.
Location #1: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
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.
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.
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 A definition.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
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.
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.
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.
Location #2: Castle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Stable
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
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.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
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.
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
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.
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.
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
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.
Location #5: Bridge
At This Location: If your check to defeat invokes the Electricity trait, add 1d6.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
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.
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.
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.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Location #6: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
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.
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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
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.
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.
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.

skizzerz - Valeros |

Off-turn: recharge Champion's Do-Maru, discard (not recharge) Blessing of the Samurai due to Unhallowed, heal Blessing of the Samurai, receive Fencer, recharge Surgeon.
Hour of Benefaction. Stay at Farm, discarding Kikko Armor from deck due to wildcard.
Farm 1: Elixir of Healing. Lem recharges Frigid Blast. Intelligence 4: 1d4 + 1d6 ⇒ (3) + (6) = 9 Acquired.
Hand: Staff of Minor Healing, Fencer, Magic Klar, Elixer of Healing, Katana +1,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: Farm
Hero Points: 0
NOTES:
Available Support: Free to use: Blessings, Staff of Minor Healing, Fencer, Elixer of Healing
Character power, in order: Magic Klar (reload), Katana +1 (reload)
Ask before using: N/A
Movement: Move me with group
Other: 2C: Playmat available, Paizo reroll available
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 (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
Next turn, recharge Staff of Minor Healing to heal Lem 1 card.
Hand: Fencer, Magic Klar, Elixer of Healing, Katana +1,
Displayed:
Deck: 14 Discard: 2 Buried: 0
Current Location: Farm
Hero Points: 0
NOTES:
Available Support: Free to use: Blessings, Fencer, Elixer of Healing
Character power, in order: Magic Klar (reload), Katana +1 (reload)
Ask before using: N/A
Movement: Move me with group
Other: 2C: Playmat available, Paizo reroll available
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 (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
Lem recharges Frigid Blast and heals 1 card.

Ser Seelah |

Hour of the Desert
Give Card to Lem, Rescue
Harrow of Keys: No Move, Discard from top deck LOCKPICK SHIELD
Free Explore
A Brain Ooze starts dripping from the ceiling. Seelah pushes the Rescue out of the way behind Lem and draws steel.
Reveal Captain's Cutlass. Discard/Recharge RUNEWELL’S ECHO. Reload Valeros' Magic Klar
Combat 12: 1d10 + 2 + 1d6 + 1 + 1d4 + 1d6 ⇒ (3) + 2 + (1) + 1 + (4) + (3) = 14
She slices the slop into smaller slop with her magic blade.
Discard Blessing of Abadar to explore
A Necrophidian lunges out of nearby shadows.
Reveal Battle Aspergillum (Vulnerable to Bludgeoning). Discard/Recharge Blessing of the Spy
Combat 12: 1d10 + 2 + 1d8 + 1d10 + 1d4 ⇒ (9) + 2 + (7) + (10) + (3) = 31
She brings the asperillum down hard onto the slithering skull shattering it into splinters and nothing more.
Hand: BATTLE ASPERGILLUM, CAPTAIN'S CUTLASS, HELM, DETECT DESIRES,
Displayed:
Deck: 10 Discard: 3 Buried: 1
Current Location: Valeros's Location
Hero Points: 0
NOTES:
Available Support: Blessing Available. Captain's Cutlass, reduce combat damage by 2
Detect Desires: Charisma Diplomacy checks!
Other: Character Power: Helm, then Top Deck
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 arm;or 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 Rescue to Lem
Reloaded Valeros' Magic Klar
Banished Farm 2-3

Kyra - Maelwys |

Off-turn:
Kyra is healed for 2: (Tayce Soldado, Chronicler). Deck shuffled.
Turn 7, under the Harrow of the Joke
Give Rescue to Seelah
Free Exploration - Farm #4: Rescue
Summon Grioth. Valeros discards Fencer to take the combat.
Valeros reveals Katana +1 for combat. Reload Katana for +1d6. Seelah discards top of deck for +1d6
Check to Defeat - Combat 16: 1d10 + 4 + 1d8 + 1 + 2d6 ⇒ (2) + 4 + (1) + 1 + (6, 4) = 18 - The d8 becomes 10 = 27.
Banish Fire Snake for the Melee check. Recharge (-> Discard) Blessing of the Spellbound to bless.
Check to Defeat - Melee/Divine 9: 2d10 + 4 ⇒ (10, 8) + 4 = 22 - Defeated.
Lem recharges Sharper for +1d6 to close.
Check to Close - Diplomacy 6: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (5) = 12 - Closed
When Closed: Draw a Fox ally.
Kyra follows her friends out onto the farm. Very quickly, she spots another person being held captive by yet another Grioth. She calls out to Valeros to point out the beast, and he comes charging over with his katana flashing. While he distracts the beast, Kyra rushes over to where the prisoners are being held. Whispering a quick prayer, she sends a spout of flame to wrap itself around their bonds, and quickly burn through, freeing them. As she leads the folks away, she spots a fox following on their heals, apparently impressed with their actions and deciding that it's safer following them than wandering in the fields alone.
End of turn, recharge Runewell's Echo to heal myself 1.
Kyra is healed for 1: (Blessing of the Dawnflower). Deck shuffled.
Check to Recover - Fire Snake: Divine 8: 1d10 + 4 ⇒ (5) + 4 = 9 -> Recharged
Draw 2 to reset my hand
Hand: Helm, Holy Water, Fox, Blessing of the Gods, Blessing of the Spellbound #2, Rescue,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use all the Blessings with discretion (if they recharge/discard, use freely; if they bury, only on Story banes or really nasty things).
Evade Undead/Outsiders, or +2d6 against Undead/Outsiders (Holy Water)
+1d4 Int/Wis (Fox)
Movement: Stick with the group
Other: Shirt reroll not used for 2B
1 Hero Point
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
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.
Farm closed
Random Ally 1: Fox acquired
Valeros discards Fencer and reloads Katana
Seelah used her power once
Lem recharges Sharper

Lem, the Fratricidal |

OFF-TURN:
Valeros' Turn: Lem recharges Frigid Blast and heals Cure (thanks!).
Kyra's Turn: Lem recharges Sharper.
========================
Lem starts his turn.
Hour Power: No effect.
Lem gives Rescue to Valeros.
Lem displays Cockroach Coat.
Lem stays at the Bridge.
Harrow of Keys: Lem discards Masque from his deck.
Free exploration:
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.
Lem recharges Burst of Adrenaline to add 1d6.
Divine 6 (Lem): 1d10 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7 -> Pass.
Acquired.
Lem inspires his comrades with magic and song as another rescue is a rousing success! Some of the rescued populace have some small injures, however; mostly bruises and cuts. Seelah and Kyra quickly summon up some simple healing magics for them, and Lem does his best to assist; trying to tune his voice and instruments to hasten their curative properties.
Let's try to get my Blessing of Asmodeus used. There's a high chance that the next exploration will require a noncombat check, since a lot of monsters involve them anyway - even the story bane first summons a Rescue, after all.
Lem recharges Quick-Change Mask to randomly recharge Masque from his discard pile.
Lem sends Cure (2) to Recovery to heal Seelah 1d4 + 1 ⇒ (2) + 1 = 3 cards. (Full heal!)
There; I've got no cards left but Blessing of Bastet and Blessing of Asmodeus.
Lem discards Blessing of Bastet to examine the top card of his location:
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.
Lem buries Blessing of Asmodeus (and the rest of his 0 card hand) to automatically pass the Fortitude check and reset his hand.
Acquired.
Hand: Frigid Blast, Lookout, Cure (Core), Rapier (Core), Blessing of Maat, Invisibility (Core), Hypnotist's Locket, Covering Heavy Shield,
Displayed: Gambeson, Cockroach Coat,
Deck: 4 Discard: 1 Buried: 1
Favored Card: Item
Hero Points: 1
So that's great, except for one thing....
I... actually don't have a single exploration available in my entire now-8 card hand. Oops. Should've thought of that first, I suppose, since I knew exactly what I'd draw since I dipped into my recharged pile. Not even Lookout (pre-Core) can explore. Well, let's spend what I can.
Lem recharges Lookout to examine the top card of his location:
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
TRIGGER: Lem encounters Phantasmal Apparition.
Lem recharges Covering Heavy Shield to his power to add 1d6.
Seelah recharges HELM to add 1d4.
Knowledge 9 (Lem, Seelah): 1d6 + 1 + 1d6 + 1d4 ⇒ (3) + 1 + (5) + (3) = 12 -> Pass, no need for Blessing of Maat.
Defeated: Lem examines the top 2 cards of the location...
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.
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.
Lem slips away from the party to briefly check out what's ahead. He almost get spooked by a sudden apparition; but quickly observes that it's nothing more than an illusory trap as he returns to the party to report his findings (whilst carrying a fancy new shield that he found).
Lem sends Cure to Recovery to heal himself the only card in his discards (Blessing of Bastet).
Lem ends his turn.
Lem attempts to recover all cards in his Recovery pile.
Lem recharges Hypnotist's Locket to add 1d6 to his check to recharge Cure.
Cure (Core): Divine 8: 1d10 + 3 + 1d6 ⇒ (1) + 3 + (6) = 10 -> Cure (Core) recharged.
Lem recharges Hypnotist's Locket to add 1d6 to his check to recharge Cure 2.
Cure (2): Divine 8: 1d10 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8 -> Cure (2) recharged.
Lem resets his hand.
Hand: Sharper, Masque, Lookout, Burst of Adrenaline, Invisibility (Core), Rapier (Core), Blessing of Maat,
Displayed: Gambeson, Cockroach Coat,
Deck: 7 Discard: 0 Buried: 1
Favored Card: Item
Hero Points: 1
NOTES:
Available Support: (All support is Local unless specified otherwise)
Character Power - Recharge in Hand Order, or as per your best judgement
Burst of Adrenaline - Allow someone to discard a card to add 2 dice to Str/Dex/Con, but prevent further explorations
Blessing of Maat - Replace all noncombat dice with d8s, or 3 post-roll
Lookout - Reveal to add 1d6 to all Perception checks
Invisibility - +2d10 Stealth or evade monster
Other: A very nice turn!
Middle of Deck (Unknown Order): Quick-Change Mask, Blessing of Bastet, Covering Heavy Shield
Recharged: Frigid Blast, Cure (2), Hypnotist's Locket, Cure (Core),
Discard Pile:
Buried Pile:
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.

BR redeux |

During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet
Complete these scenarios in this order:
• 2A - Lady Tula's Lament Completed
• 2B - A Piece of the Auction Completed
• 2C - Spirited Away In Progress
During This Scenario: • Set up: When preparing the story banes, after making the story bane stack, shuffle the villain proxy into the Cell
• Set up: Characters start at the Castle
• You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Cell.
• Before you encounter the Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating the Rescue, instead draw the Rescue proxy. If a Rescue proxy would go anywhere other than a character's hand, shuffle it into your location.
• When you encounter the villain, before acting, bury 1d4 cards. After acting, if each character cannot reveal a Rescue proxy, the villain is undefeated.
• 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 Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
• Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
Dangers: Grioth
Villain: Grioth (Galadryth) - Villain Proxy 1
Henchmen (closing): Rescues - Proxy A
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Core Story Bane 0
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.
Additional Rules:
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."
Scenario Level (#): 2
Turn: 9, Valeros/skizzerz
Monsters
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.
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.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
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.
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Barriers
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.
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
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.
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.
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
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.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
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.
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.
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
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
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.
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
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
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.
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.
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.
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.
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.
Items
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.
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.
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.
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.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Allies
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.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
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
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
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.
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.
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.
Hour Power: On your check against an Undead card, add 1d6.
Current Hour:
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.
Hours Remaining: 21
Hourglass
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.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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.
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.
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
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.
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
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.
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.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
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.
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.
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
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.
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.
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.
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.
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.
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.
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.
Location #1: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
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.
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.
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 A definition.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
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.
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.
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.
Location #2: Castle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Stable
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Farm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Bridge
At This Location: If your check to defeat invokes the Electricity trait, add 1d6.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Lem/Yewstance, Kyra/Maelwys, Seelah/NathanDavis, Valeros/skizzerz, None
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.
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.
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.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Location #6: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
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.
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.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
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.
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.
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.