[PACS][CaG II] BR Dinketry's Curse of the Crimson Throne

Game Master cartmanbeck

The Curse of the Crimson Throne Adventure Card Game by BR Dinketry (started as part of the Cards Against Gnomanity 2 online convention but now extended!)

Turn Order:
  • Koren
  • Zadim
  • Radovan
  • Varian
  • Zarlova
  • Unlocked Supporters:

  • Cressida Kroft
  • Amin Jalento
  • Vencarlo Orisini
  • Thousand Bones

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    Deck Handler

    Hourglass Discard: The Locksmith

    Spoiler:
    WHEN THIS IS THE HOUR: On your check, you may recharge a card to replace all d4s with d8s.

    Out of Turn Updates: Recharged Blessing of the Quartermaster (1) – Used on Koren’s Turn, Moved to the Alley with Koren when previous location closed
    Start of Turn: n/a
    Give card: none
    Move: Staying at the Alley
    No flavor text for a while. Want to make sure I have this character’s play and pbp stuff down before I mix in flavor text again.
    Explore 1: Thug
    Spoiler:
    Thug
    CotCT
    Story Bane 0
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
    Spoiler:

    Lamm’s Lamb
    Story Bane
    Traits:
    Skirmish
    Task
    To Defeat:
    Constitution
    Fortitude 8OR
    Charisma
    Diplomacy 6
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Lamm’s Lamb encounter is first.
    Gain +2 to the check from the scenario markers. Using Koren’s discard power to gain a d6. Using Radovan’s Blessing of the Quartermaster to bless.
    Lamm’s Lamb Constitution 8: 1d8 + 2 + 1d6 + 1d8 ⇒ (1) + 2 + (6) + (7) = 16 Success
    Thug is next.
    BYA: Banishing my dagger (core).
    Throwing some alchemist’s fire at it. Discarding Noxious Bomb (1) to add my craft skill per Alchemist’s Fire power.
    Thug Combat 12: 1d8 + 2 + 2d6 + 1d10 + 3 ⇒ (7) + 2 + (3, 3) + (10) + 3 = 28 Success
    Noxious Bomb (1) recharge Craft 9: 1d10 + 3 ⇒ (4) + 3 = 7 Fail. Stays in my discards.
    Location closing next.
    Spoiler:
    Location #4: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1

    Random Ally: Priest Of Pharasma
    Spoiler:
    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.

    Using Koren's Blessing of the Gods to Bless and his discard power to add a d6. My base die is a d4. Using the hour power to recharge Noxious Bomb (2) and change my d4s to d8s.
    Priest of Pharasma Divine 5: 1d8 + 1d8 + 1d6 ⇒ (4) + (4) + (5) = 13 Success. Ally acquired and location closed. No Ally's were displayed so nothing to give out. We move to the office.

    End of Turn: Using Call Potion to search my deck for the Elixir of Healing. Using the Elixir of Healing to heal Koren.
    Elixir of Healing: 1d4 + 1 ⇒ (1) + 1 = 2
    Burying Priest of Pharasma to heal Koren.
    Priest of Pharasma Heal: 1d4 + 1 ⇒ (3) + 1 = 4

    Recovery:
    Alchemist's Fire recharged per my character power. Per my character power, can use my craft skill to recharge my non-attack spells.
    Call Potion Craft 6: 1d10 + 3 ⇒ (8) + 3 = 11 Recharged.
    Elixir of Healing recharged per my character power.

    Damiel wrote:

    Hand: Blessing of the Elements (1), Alchemist's Fire (1), Flash Freeze, Blessing of the Quartermaster (2), Bronzed Leather, Anesthetizing Slime,

    Displayed:
    Deck: 8 Discard: 1 Buried: 3
    Current Location: Office
    Hero Points: 0
    NOTES:
    Available Support: Feel free to discard Anesthetizing Slime or Flash Freeze to add 2d6 and the Poison or Fire trait to a local combat check.
    Other: Blessings are available for use.

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1
    Charisma d4 ☐ +1
    Disable: Dexterity +2
    Ranged: Dexterity +2
    Craft: Intelligence +3

    Favored Card: Item
    Hand Size: 6 ☐ 7
    Proficiencies:
    □ Weapons
    POWERS:
    You may discard a card to add 1d6 (□+1) (□+2) and the Poison or Fire trait to any combat check at your location; if the discarded card has the Alchemical trait, add an additional 1d6.
    During recovery, you may recharge Alchemical boons instead of banishing them
    For your check against non-Attack spells, you may use Craft.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (8)
    Notes for Koren: Used your discard power twice. Used your BotG
    Notes for Radovan: Used your Blessing of the Quartermaster
    Random Card(s) Used: Ally 1

    Boat 1-10 remain

    Varian,Zarlova - Reading Room 2 remain // Henchman left

    Docks 1-10 remain
    Koren, Damiel - Office 1-10 remain
    Radovan,Zadim - Spider Nest 3-5 remain


    STR d8 (Melee +2) | DEX d8 (Acrobatics +2, Stealth +2) | CON d8 | INT d8 (Craft +1) | WIS d6 | CHA d4 Zadim Deck Handler

    Turn Order: Koren, Damiel, Zadim, Radovan, Varian, Zarlova
    Out of turn updates:
    Turn: Turn 15 – Blessing 2/The Idiot (When this is the hour: When you fail a check, suffer the scourge Drained.)
    SOT:
    Give card: nil
    Move: Stay at #8, Spider’s Nest. At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.

    Explore 1: Encounter Henchman Proxy A2, which must be Lamm’s Lamb.

    Lamm’s Lamb:
    Story Bane
    Traits:
    Skirmish
    Task
    To Defeat:
    Constitution
    Fortitude 8OR
    Charisma
    Diplomacy 6]

    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
    We have three scenario markers now, so I get a +3. Recharging Blessing of the Quartermaster for another die.
    Constitution 8: 2d8 + 3 ⇒ (6, 3) + 3 = 12
    Lamm’s Lamb defeated.

    Now to close. I must summon and defeat the Monstrous Spider.

    Monstrous Spider:
    CotCT Story Bane 0
    Traits: Vermin Veteran
    To Defeat: Combat 10+##
    Cannot be evaded. All damage is Poison. Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.

    Before acting, avoid being entangled. I’ll do the Dex check to get the d4 from the scenario.
    Dexterity 4: 1d8 + 1d4 ⇒ (3) + (3) = 6
    Since it has the Poison trait, I can recharge the Noxious Bomb to add my Int to my combat check. I’ll bury my Rochin for the kill.
    Combat 12: 1d8 + 2 + 1d8 + 2d6 ⇒ (4) + 2 + (7) + (2, 1) = 16
    Zadim has defeated the Monstrous Spider and closed the Spider’s Nest.
    I will move to the Docks.

    Recovery: I will attempt to recharge my Rochin.
    Dex 7: 1d8 + 1d4 ⇒ (6) + (4) = 10
    Nice! Rochin recharged.

    EOT Reset hand.

    Zadim wrote:

    Hand: Quartermaster, Rapier, Blood Periapt, Light Crossbow, Stalking Armor,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 0
    Dice Re-Roll Used for 0-00?: N
    NOTES:
    Available Support: Crossbow for +1d4 at a distant location.

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Craft: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors and Weapons
    POWERS:
    • You may recharge a card to examine the top card of your location deck.
    • You may recharge a card to add your Intelligence skill (☐+2) to your check that invokes the Poison (☐ or Acid or Undead) trait.
    • You may discard (☐ or recharge) a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (13)
    Notes for Koren: Used your discard power twice. Used your BotG
    Notes for Radovan: Used your Blessing of the Quartermaster
    Random Card(s) Used: Ally 1

    Boat 1-10 remain
    Varian,Zarlova - Reading Room 2 remain // Henchman left
    Zadim - Docks 1-10 remain
    Koren, Damiel - Office 1-10 remain
    Radovan - Spider Nest BANISHED


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Out of Turn Update:

    Damiel discard top card of Koren's deck twice. Discard Heavy Pick. Also Scale Mail - can recharge since it is an armor. Damiel also heals Koren for 6. Will shuffle his whole discard pile (six cards) into his deck. Koren is fully healed!

    Also, Koren and Damiel are at the Office.

    Koren wrote:

    Hand: Blessing of the Samurai 3, Naginata, Sanctuary, Strength,

    Displayed:
    Deck: 11 Discard: 0 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Discard top card of deck to add 1d6 to local check; Sanctuary free; Blessings available (just don't kill me!!)
    Movement: Move me where ever Damiel is
    Other: Feel free to use armor to reduce damage by 2

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor | Heavy Armor | Weapon
    POWERS:
    When another character at your location is dealt damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☐+1) to any check by another character at your location. If that card is an armor (☐ or a blessing), you may recharge it instead of discarding it.


    Radovan's Deck Handler

    Off turn: Recharged Blessing of the Quartermaster for Damiel's check
    Moved to Office when Spider Nest closed

    Start of turn: Sands of the Hour (When this is the hour: No Effect)

    After Zadim skewered the last of the spider infestation, Radovan notices a trail of dripped spider venom. He's not much of an investigator but the trail is not very difficult to follow. It leads him to an office in one of the adjacent buildings where he finds Damiel and Koren who seem to be on a similar train of thought. Could Lamm be harvesting spider venom as a method of maintaining his dominance over this small town? Radovan wouldn't put it past the sadistic creep.

    Reveal Amadi to examine top card of deck: Appleslayer - Keep on top of deck
    Free explore of card #1:

    Harrowstrike:

    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Force
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Display. While displayed:
    * For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    * At the end of your turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    Varian places Steal Book in recovery to acquire spell per his notes

    Radovan pauses for a small boy and a white dog to pass before heading toward the office. Shuffling through a box of letters outside the door he finds an envelope marked with some sort of runic lettering. He pockets the letter, knowing Varian will want a chance to review it.

    Discard Amadi to explore card #2:

    Cape Of Escape:

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

    Request Damiel recharge Blessing of the Quartermaster for extra die
    Stealth 8: 2d8 + 2 ⇒ (8, 3) + 2 = 13 acquired

    Radovan notices a smart looking cape near the door and realizes someone must be inside. He grabs the cape and uses it to indicate to Damiel and Koren that they're not alone. Radovan takes a moment to regroup with the other two before charging through the door. He hears the echo of a low growl in his head. Fell Viridio is ready for a fight.

    Reset hand and end turn

    Radovan wrote:

    Hand: Red Leathers, Thieves' Tools, Appleslayer, Cape of Escape (acquired), The Dance (Keys),

    Displayed:
    Deck: 8 Discard: 6 Buried: 1
    Current Location: Office
    Hero Points: 0
    Dice Re-Roll Used for 1-X?: Y
    NOTES:
    Available Support: Blessings available. The Dance discards to bless twice.
    Movement: Move me to Docks if my location closes.
    Current Devil Form(s) Displayed:
    Fell Viridio: Crocodile (M1)

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2

    Constitution d8 ☐ +1 ☐ +2 ☐ +3

    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +2
    Perception: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form ( or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you ( or to a character at your location) by 1.


    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (8)
    Notes for Damiel: Blessing of the Quartermaster recharged
    Notes for Radovan: Used your Blessing of the Quartermaster
    Notes for Varian: Steal Book used to acquire Harrowstrike
    Random Card(s) Used: Ally 1

    Boat 1-10 remain

    Varian,Zarlova - Reading Room 2 remain // Henchman left

    Zadim - Docks 1-10 remain
    Koren, Damiel, Radovan - Office 3-10 remain

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.

    When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.

    Additional Rules: Scenario Markers: 3

    All non-Summoned Henchmen are Closure Henchmen.

    Turn Order: Koren, Damiel, Zadim, Radovan, Varian, Zarlova

    Jigsaw Shark:

    CotCT Story Bane 0
    Traits: Animal Aquatic
    To Defeat: Combat 11
    Cannot be evaded.

    Monstrous Spider:

    CotCT Story Bane 0
    Traits: Vermin Veteran
    To Defeat: Combat 10+##
    Cannot be evaded. All damage is Poison. Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.

    Danger:

    Lamm's Lamb:

    Story Bane
    Traits:
    Skirmish
    Task

    To Defeat:
    Constitution
    Fortitude 8OR
    Charisma
    Diplomacy 6

    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Scenario Level (#): 1

    Turn: 17, Varian/cartmanbeck

    Random Cards:

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

    Spoiler:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Spoiler:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Spoiler:
    Cave Lizard
    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.

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

    Barriers
    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

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

    Spoiler:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

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

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

    Weapons
    Spoiler:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Spoiler:
    Earthbreaker
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Melee To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Elven Curve Blade
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Starknife
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

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

    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Immolate
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


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

    Spoiler:
    Force Missile
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Force
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Armors
    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Quilted Cloth Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 1.
    * When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

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

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

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

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

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

    Spoiler:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing To Acquire:
    Strength
    Melee 4
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Allies
    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Spoiler:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Spoiler:
    Standard Bearer
    Core
    Ally 1
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 6
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

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

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

    Spoiler:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

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

    Spoiler:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead. To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

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

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Incitation:
    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.

    Blessings Remaining: 13

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Zarlova/Sonor
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Damiel/Katlyn99
    Sands Of The Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Zadim/ajpopp
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Radovan/WilderRedbeard
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed. To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Varian/cartmanbeck
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Zarlova/Sonor
    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.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Koren/MauveAvengr
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Damiel/Katlyn99
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Zadim/ajpopp
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Radovan/WilderRedbeard
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Varian/cartmanbeck
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Zarlova/Sonor
    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.

    Location #1: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Boat Card 1:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.
    Boat Card 2:
    Spider Venom
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 6
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
    Boat Card 3:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Boat Card 4:
    Priest Of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.
    Boat Card 5:
    Gaedren Lamm And Gobblegut
    CotCT
    Story Bane 0
    Traits:
    AND
    Animal
    Aquatic
    Human
    Rogue
    To Defeat:
    Combat 13
    OR Survival 8
    THEN Combat 12

    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 6:
    Imps And House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.
    Boat Card 7:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
    Boat Card 8:
    Flaming Shortbow
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bow
    Fire
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 9
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Boat Card 9:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Boat Card 10:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Location #3: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Varian/cartmanbeck, Zarlova/Sonor, None
    Reading Room Card 1 (Henchman Proxy A3):
    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.

    Location #5: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/ajpopp, None
    Docks Card 1:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
    Docks Card 2:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Docks Card 3:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
    Docks Card 4:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Docks Card 5:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Docks Card 6:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Docks Card 7:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.
    Docks Card 8:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Docks Card 9:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Trigger To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Docks Card 10:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Damiel/Katlyn99, Koren/MauveAvengr, Radovan/WilderRedbeard, None
    Office Card 1:
    Elixir Of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Office Card 2:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Office Card 3:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Office Card 4:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Office Card 5:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.
    Office Card 6:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Office Card 7:
    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.
    Office Card 8:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.


    I'm still alive! :)

    With his new spell, Varian decides to leave the Reading Room to someone else to finish off, and moves to the Boat. In the boat, he finds a Werewolf, for some reason.
    Casting Acid Jet
    combat 11: 1d12 + 2 + 2d4 ⇒ (2) + 2 + (3, 1) = 8
    Will use my reroll on that, cuz ugh.
    reroll: 1d12 + 2 + 2d4 ⇒ (7) + 2 + (1, 4) = 14 Defeated.

    Varian then sends his Magical Child to look for some less dangerous things in the bowels of the boat. The Magical Child brings back a vial of venom.
    Intelligence 6: 1d12 ⇒ 3 But the vial falls to the floor of the boat and shatters.

    End turn.
    "

    Varian wrote:

    Hand: Harrowstrike, Flame Staff (Core), Acadamae Student (Core), Fire Snake, Spellbook (Core), Cutlass,

    Displayed: Radovan,
    Deck: 10 Discard: 5 Buried: 0
    Hero Points: 0
    Shirt reroll: USED
    NOTES:
    Other: If you run into a spell or Book item, I'd love to steal it!

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon or Spell Cohort: Radovan
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Arcane Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell ([ ] or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 ([ ] +1).
    [ ] At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.

    When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.

    Additional Rules: Scenario Markers: 4

    All non-Summoned Henchmen are Closure Henchmen.

    Turn Order: Koren, Damiel, Zadim, Radovan, Varian, Zarlova

    Jigsaw Shark:

    CotCT Story Bane 0
    Traits: Animal Aquatic
    To Defeat: Combat 11
    Cannot be evaded.

    Monstrous Spider:

    CotCT Story Bane 0
    Traits: Vermin Veteran
    To Defeat: Combat 10+##
    Cannot be evaded. All damage is Poison. Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.

    Danger:

    Lamm's Lamb:

    Story Bane
    Traits:
    Skirmish
    Task

    To Defeat:
    Constitution
    Fortitude 8OR
    Charisma
    Diplomacy 6

    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Scenario Level (#): 1

    Turn: 18, Zarlova/Sonor

    Random Cards:

    Monsters
    Spoiler:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

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

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

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

    Spoiler:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

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

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

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

    Spoiler:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Spoiler:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

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

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

    Spoiler:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.

    Spoiler:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spoiler:
    Sanctuary
    CotCT
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.


    Spoiler:
    Infernal Healing
    CotCT
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Display next to a local character.
    While displayed:
    * At the end of this character's turns, they may bury a card from their discards to heal a card.
    * At the end of the scenario, banish; if proficient, bury instead.

    Spoiler:
    Toxic Cloud
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Poison To Acquire:
    Intelligence
    Arcane 8
    Freely display. While displayed:
    * On combat checks to defeat monsters, add 1d6 and the Poison trait.
    * At the end of the turn, banish.

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


    Spoiler:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

    Spoiler:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

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

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

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


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

    Allies
    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Spoiler:
    Burglar
    CotCT
    Ally 0
    Traits:
    Human
    Trigger To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Spoiler:
    Teamster
    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.

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

    Spoiler:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Blessings
    Spoiler:
    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.

    Spoiler:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Spoiler:
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

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

    Spoiler:
    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.

    Hour Power: The difficulty of your non-combat check against a bane is increased by 3.

    Top of Blessing Discard Pile:

    The Cyclone:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Remaining: 12

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Damiel/Katlyn99
    Sands Of The Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Zadim/ajpopp
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Radovan/WilderRedbeard
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed. To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Varian/cartmanbeck
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Zarlova/Sonor
    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.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Koren/MauveAvengr
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Damiel/Katlyn99
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Zadim/ajpopp
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Radovan/WilderRedbeard
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Varian/cartmanbeck
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Zarlova/Sonor
    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.

    Location #1: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Varian/cartmanbeck, None

    Boat Card 1:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Boat Card 2:
    Priest Of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.
    Boat Card 3:
    Gaedren Lamm And Gobblegut
    CotCT
    Story Bane 0
    Traits:
    AND
    Animal
    Aquatic
    Human
    Rogue
    To Defeat:
    Combat 13
    OR Survival 8
    THEN Combat 12

    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 4:
    Imps And House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.
    Boat Card 5:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
    Boat Card 6:
    Flaming Shortbow
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bow
    Fire
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 9
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Boat Card 7:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Boat Card 8:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Location #3: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zarlova/Sonor, None
    Reading Room Card 1 (Henchman Proxy A3):
    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.

    Location #5: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/ajpopp, None
    Docks Card 1:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
    Docks Card 2:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Docks Card 3:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
    Docks Card 4:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Docks Card 5:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Docks Card 6:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Docks Card 7:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.
    Docks Card 8:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Docks Card 9:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Trigger To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Docks Card 10:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Damiel/Katlyn99, Koren/MauveAvengr, Radovan/WilderRedbeard, None
    Office Card 1:
    Elixir Of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Office Card 2:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Office Card 3:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Office Card 4:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Office Card 5:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.
    Office Card 6:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Office Card 7:
    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.
    Office Card 8:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.


    Turn Order: Koren, Damiel, Zadim, Radovan, Varian, Zarlova
    Out of Turn Updates: None
    Turn: Turn 18 - The Cyclone

    Discover 1

    Lamm's Lamb:

    Story Bane
    Traits:
    Skirmish
    Task
    To Defeat:
    Constitution
    Fortitude 8OR
    Charisma
    Diplomacy 6

    If undefeated, discard either a random card or the top card of your deck
    ,then bury a random card from your discards.

    So, Constitution 8 to defeat, but it has 4 markers already, and the hour of Cyclone adds another
    3 on top, so it's:

    I will add a blessing from Koren, and recharge Standard Bearer
    DC 11 Constitution to defeat: 3d6 + 4 ⇒ (4, 6, 3) + 4 = 17

    Summoned and acquired the Crows harrow

    EOT: Move and reset hand
    Move: The Office

    "

    Zarlova wrote:

    Hand: AC Levitate, The Crows, Cure 1, Fireblade, Wooden Armor, Cure 3,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: I have two cures, don't be shy in asking for them. Feel free to use my blessing

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Intelligence + 2
    Knowledge: Intelligence + 2
    Divine: Wisdom + 3

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    [i][/i]
    POWERS:
    When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top (☐ or bottom) card of your deck; if it is a spell (☐ or a blessing), you may add it to your hand.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (8)
    Notes for Damiel: Blessing of the Quartermaster recharged
    Notes for Koren: Zarlova used a blessing from you
    Notes for Radovan: Used your Blessing of the Quartermaster
    Notes for Varian: Steal Book used to acquire Harrowstrike
    Random Card(s) Used: Ally 1

    Varian - Boat ?-10 remain // Werewolf and magical venom is gone
    Zadim - Docks 1-10 remain
    Koren, Damiel, Radovan, Zarlova - Office 3-10 remain


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Koren, Damiel, Zadim, Radovan, Varian, Zarlova
    Out of turn updates:Discard Blessing of Samurai from Zarlova's turn.
    Turn: Turn 19 – Blessings Deck Card 1/ Koren/MauveAvengr

    Orison:
    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.

    Hour Power: No effect

    SOT: N/a
    Give card: N/a
    Move: Stay at #6: The Office

    Explore 1: Elixir Of Energy Resistance

    Elixir of Energy Resistance:
    Elixir of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Intelligence 5: 1d6 ⇒ 4

    Koren is ready to march on. He finds an elixir hiding in the office. He turns excitedly to Damiel. Unfortunately Koren knocks the elixir on the ground, shattering the vial into millions of pieces.

    EOT: Reset hand

    Koren wrote:

    Hand: Light Crossbow (acq), Naginata, Sanctuary, Scale Mail, Strength,

    Displayed:
    Deck: 9 Discard: 1 Buried: 1
    Current Location: Office
    Hero Points: 0
    NOTES:
    Available Support: Discard top card of deck to add 1d6 to local check; Sanctuary and Strength free to use; Light Crossbow (1d4 combat at another location)
    Movement: Move me where ever Damiel is
    Other: Feel free to use armor to reduce damage by 2

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor | Heavy Armor | Weapon
    POWERS:
    When another character at your location is dealt damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☐+1) to any check by another character at your location. If that card is an armor (☐ or a blessing), you may recharge it instead of discarding it.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
    Notes for Damiel: Blessing of the Quartermaster recharged
    Notes for Radovan: Used your Blessing of the Quartermaster
    Notes for Varian: Steal Book used to acquire Harrowstrike
    Random Card(s) Used: Ally 1
    Varian - Boat ?-10 remain // Werewolf and magical venom is gone

    Zadim - Docks 1-10 remain
    Koren, Damiel, Radovan, Zarlova - Office 2-8 remain

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.

    When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.

    Additional Rules: Scenario Markers: 5

    All non-Summoned Henchmen are Closure Henchmen.

    Turn Order: Koren, Damiel, Zadim, Radovan, Varian, Zarlova

    Jigsaw Shark:

    CotCT Story Bane 0
    Traits: Animal Aquatic
    To Defeat: Combat 11
    Cannot be evaded.

    Monstrous Spider:

    CotCT Story Bane 0
    Traits: Vermin Veteran
    To Defeat: Combat 10+##
    Cannot be evaded. All damage is Poison. Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.

    Danger:

    Lamm's Lamb:

    Story Bane
    Traits:
    Skirmish
    Task

    To Defeat:
    Constitution
    Fortitude 8OR
    Charisma
    Diplomacy 6

    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Scenario Level (#): 1

    Turn: 20, Damiel/Katlyn99

    Random Cards:

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

    Spoiler:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

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

    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Barriers
    Spoiler:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

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

    Spoiler:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Spoiler:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

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

    Weapons
    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Earthbreaker
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Melee To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Scythe
    CotCT
    Weapon 0
    Traits:
    2-Handed
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 9
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Elven Curve Blade
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Detect Magic
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 3
    Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

    Spoiler:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


    Spoiler:
    Frozen Touch
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


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

    Spoiler:
    Elemental Treaty
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    Display at your location. While displayed:
    * When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    * When this location is closed, banish.

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


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

    Spoiler:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Elixir Of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Spoiler:
    Elixir Of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

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

    Allies
    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Spoiler:
    Korvosan Dandy
    CotCT
    Ally 1
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Spoiler:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Spoiler:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

    Spoiler:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

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

    Spoiler:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Spoiler:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card. To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Spoiler:
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Spoiler:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 10

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Zadim/ajpopp
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Radovan/WilderRedbeard
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed. To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Varian/cartmanbeck
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Zarlova/Sonor
    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.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Koren/MauveAvengr
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Damiel/Katlyn99
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Zadim/ajpopp
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Radovan/WilderRedbeard
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Varian/cartmanbeck
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Zarlova/Sonor
    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.

    Location #1: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Varian/cartmanbeck, None

    Boat Card 1:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Boat Card 2:
    Priest Of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.
    Boat Card 3:
    Gaedren Lamm And Gobblegut
    CotCT
    Story Bane 0
    Traits:
    AND
    Animal
    Aquatic
    Human
    Rogue
    To Defeat:
    Combat 13
    OR Survival 8
    THEN Combat 12

    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 4:
    Imps And House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.
    Boat Card 5:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
    Boat Card 6:
    Flaming Shortbow
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bow
    Fire
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 9
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Boat Card 7:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Boat Card 8:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Location #5: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/ajpopp, None
    Docks Card 1:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
    Docks Card 2:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Docks Card 3:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
    Docks Card 4:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Docks Card 5:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Docks Card 6:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Docks Card 7:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.
    Docks Card 8:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Docks Card 9:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Trigger To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Docks Card 10:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Damiel/Katlyn99, Koren/MauveAvengr, Radovan/WilderRedbeard, Zarlova/Sonor, None
    Office Card 1:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Office Card 2:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Office Card 3:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Office Card 4:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.
    Office Card 5:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Office Card 6:
    Henchman Proxy A1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Office Card 7:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.


    Deck Handler

    Hourglass Discard: Sands Of The Hour

    Spoiler:
    WHEN THIS IS THE HOUR: No effect.

    Out of Turn Updates:Recharged Blessing of the Quartermaster
    Start of Turn: n/a
    Give card: none
    Move: Staying at the Office. (I need my buddy Koren by my side to attempt any of the remaining close checks).
    Explore 1: Scimitar
    Spoiler:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

    Scimitar Strength 7: 1d6 ⇒ 6 Fail
    Anesthetizing Slime in recovery to explore again.
    Explore 2: Poison Gas
    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Discarding top card of Koren’s deck
    Poison Gas Craft 7: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (2) = 15 Success
    Recovery: Recharged Anesthetizing Slime.

    Damiel wrote:

    Hand: Bronzed Leather, Alchemist's Fire (1), Flash Freeze, Blessing of the Elements (1), Blessing of the Elements (2), The Cricket (harrow),

    Displayed:
    Deck: 8 Discard: 1 Buried: 3
    Current Location: Office
    Hero Points: 0
    NOTES:
    Available Support: Feel free to discard Flash Freeze to add 2d6 and the Poison or Fire trait to a local combat check.
    Other: Blessings are available for use.

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1
    Charisma d4 ☐ +1
    Disable: Dexterity +2
    Ranged: Dexterity +2
    Craft: Intelligence +3

    Favored Card: Item
    Hand Size: 6 ☐ 7
    Proficiencies:
    □ Weapons
    POWERS:
    You may discard a card to add 1d6 (□+1) (□+2) and the Poison or Fire trait to any combat check at your location; if the discarded card has the Alchemical trait, add an additional 1d6.
    During recovery, you may recharge Alchemical boons instead of banishing them
    For your check against non-Attack spells, you may use Craft.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
    Notes for Koren: Discarded top card of your deck 1 time.
    Notes for Radovan: Used your Blessing of the Quartermaster
    Notes for Varian: Steal Book used to acquire Harrowstrike
    Random Card(s) Used: Ally 1
    Varian - Boat 1-8 remain
    Zadim - Docks 1-10 remain
    Koren, Damiel, Radovan, Zarlova - Office 3-7 remain


    STR d8 (Melee +2) | DEX d8 (Acrobatics +2, Stealth +2) | CON d8 | INT d8 (Craft +1) | WIS d6 | CHA d4 Zadim Deck Handler

    Turn Order: Koren, Damiel, Zadim, Radovan, Varian, Zarlova
    Out of turn updates:
    Turn: Turn 21 – Blessing 1/Erastil’s Eye (When this is the hour: If you are at a Wild location, you may discard a card to explore.)
    SOT:
    Give card: nil
    Move: Stay at #5, The Docks. At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.

    Explore 1: Encounter Bat. Wis, Perc, Surv 4 to acquire.
    Wisdom 4: 1d6 ⇒ 5
    Ha! Zadim is on a roll.
    Discard Bat to explore.

    Explore 2: Pit Trap! Dex, Acro 6 OR Wis, Perc 8 to defeat. I’m going to need help on this one. If Damiel would be so kind to recharge “The Cricket”, I’ll have a decent chance at this.
    Dexterity 6: 2d8 + 1d4 ⇒ (4, 7) + (2) = 13
    Success, and I get a free explore.

    Explore 3: Encounter Battleaxe. Str, Melee 6 to acquire.
    Melee 6: 1d8 + 2 ⇒ (2) + 2 = 4
    Bummer. Well, Zadim is more of a stealthy weapon kind of killer.
    Discard Quartermaster to explore again.

    Explore 4: Encounter Termite Swarm. Combat 10/14 to defeat.
    I will reveal and reload my rapier and use my power to discard my crossbow to add my stealth skill to my combat check.
    Combat 10/14: 1d8 + 2 + 1d8 + 1d4 + 1d8 + 2 ⇒ (6) + 2 + (1) + (1) + (3) + 2 = 15
    The Termite Swarm is banished.

    Zadim will pause here and take stock of the situation.

    EOT Reset hand.

    Zadim wrote:

    Hand: Rapier, Bronzed Leather, Blood Periapt, Blowgun, Stalking Armor,

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    Hero Points: 0
    Dice Re-Roll Used for 0-00?: N
    NOTES:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Craft: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors and Weapons
    POWERS:
    • You may recharge a card to examine the top card of your location deck.
    • You may recharge a card to add your Intelligence skill (☐+2) to your check that invokes the Poison (☐ or Acid or Undead) trait.
    • You may discard (☐ or recharge) a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (20)
    Notes for Damiel: Used your The Cricket blessing.
    Notes for Koren: Discarded top card of your deck 1 time.
    Notes for Radovan: Used your Blessing of the Quartermaster
    Notes for Varian: Steal Book used to acquire Harrowstrike
    Random Card(s) Used: Ally 1
    Varian - Boat 1-8 remain
    Zadim - Docks 5-10 remain
    Koren, Damiel, Radovan, Zarlova - Office 3-7 remain


    Deck Handler

    Out of Turn update: Recharged The Cricket (harrow). Drew a card. Declined to give a card.

    Damiel wrote:

    Hand: Bronzed Leather, Alchemist's Fire (1), Flash Freeze, Blessing of the Elements (1), Blessing of the Elements (2), Cure (Core),

    Displayed:
    Deck: 8 Discard: 1 Buried: 3
    Current Location: Office
    Hero Points: 0
    NOTES:
    Available Support: Feel free to discard Flash Freeze to add 2d6 and the Poison or Fire trait to a local combat check.
    Other: Blessings are available for use.

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d6 ☐ +1
    Charisma d4 ☐ +1
    Disable: Dexterity +2
    Ranged: Dexterity +2
    Craft: Intelligence +3

    Favored Card: Item
    Hand Size: 6 ☐ 7
    Proficiencies:
    □ Weapons
    POWERS:
    You may discard a card to add 1d6 (□+1) (□+2) and the Poison or Fire trait to any combat check at your location; if the discarded card has the Alchemical trait, add an additional 1d6.
    During recovery, you may recharge Alchemical boons instead of banishing them
    For your check against non-Attack spells, you may use Craft.

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.

    When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.

    Additional Rules: Scenario Markers: 5

    All non-Summoned Henchmen are Closure Henchmen.

    Turn Order: Koren, Damiel, Zadim, Radovan, Varian, Zarlova

    Jigsaw Shark:

    CotCT Story Bane 0
    Traits: Animal Aquatic
    To Defeat: Combat 11
    Cannot be evaded.

    Monstrous Spider:

    CotCT Story Bane 0
    Traits: Vermin Veteran
    To Defeat: Combat 10+##
    Cannot be evaded. All damage is Poison. Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.

    Danger:

    Lamm's Lamb:

    Story Bane
    Traits:
    Skirmish
    Task

    To Defeat:
    Constitution
    Fortitude 8OR
    Charisma
    Diplomacy 6

    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Scenario Level (#): 1

    Turn: 22, Radovan/WilderRedbeard

    Random Cards:

    Monsters
    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

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

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

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

    Spoiler:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

    Barriers
    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Spoiler:
    Tangle Of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Spoiler:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Weapons
    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

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

    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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


    Spoiler:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Spoiler:
    Phantasmal Minion
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 4
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spoiler:
    Detect Magic
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 3
    Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

    Armors
    Spoiler:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Slick Leather
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * On your check to move, add 1d10.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.

    Spoiler:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

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

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

    Spoiler:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Allies
    Spoiler:
    Craftsman
    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

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

    Spoiler:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Spoiler:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

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

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

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

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

    Spoiler:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Spoiler:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead. To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Hour Power: Your Survival check is blessed.

    Top of Blessing Discard Pile:

    The Owl:
    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.

    Blessings Remaining: 8

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Varian/cartmanbeck
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Zarlova/Sonor
    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.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Koren/MauveAvengr
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Damiel/Katlyn99
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Zadim/ajpopp
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Radovan/WilderRedbeard
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Varian/cartmanbeck
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Zarlova/Sonor
    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.

    Location #1: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Varian/cartmanbeck, None

    Boat Card 1:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Boat Card 2:
    Priest Of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.
    Boat Card 3:
    Gaedren Lamm And Gobblegut
    CotCT
    Story Bane 0
    Traits:
    AND
    Animal
    Aquatic
    Human
    Rogue
    To Defeat:
    Combat 13
    OR Survival 8
    THEN Combat 12

    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 4:
    Imps And House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.
    Boat Card 5:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
    Boat Card 6:
    Flaming Shortbow
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bow
    Fire
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 9
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Boat Card 7:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Boat Card 8:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Location #5: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/ajpopp, None
    Docks Card 1:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Docks Card 2:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Docks Card 3:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.
    Docks Card 4:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Docks Card 5:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Trigger To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Docks Card 6:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Damiel/Katlyn99, Koren/MauveAvengr, Radovan/WilderRedbeard, Zarlova/Sonor, None
    Office Card 1:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Office Card 2:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.
    Office Card 3:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Office Card 4:
    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.
    Office Card 5:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.


    Radovan's Deck Handler

    The hour of The Owl
    When this is the hour: Your Survival check is blessed.
    Remain at Office

    Radovan continues to search the office for a hint to the whereabouts of Lamm.

    Free explore of card #1:

    Droogami:

    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.

    Survival 6 (blessed by hour): 2d4 ⇒ (3, 1) = 4 failed, banished
    Discard Appleslayer to move, examine and optionally explore the top card of Docks

    Radovan looks out the window of the office and spies Varian boarding a boat. He decides to head down to the docks and ensure that it was of his own free will.

    Examine top card of Docks location:

    Antiplague:

    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Fail check to acquire with a 0 result, banish item

    On his way out the door, Radovan knocks a stoppered jar off of the desk and it spills all over the floor. He hears the deep, growling guffah of Fell Viridio in his head as he hurriedly exits the office and heads to the docks.

    Reset hand and end turn

    Radovan wrote:

    Hand: Red Leathers, Thieves' Tools, Compass 1, Cape of Escape (acquired), The Dance (Keys),

    Displayed:
    Deck: 7 Discard: 7 Buried: 1
    Current Location: Docks
    Hero Points: 0
    Dice Re-Roll Used for 1-X?: Y
    NOTES:
    Available Support: Blessings available. The Dance discards to bless another character twice.
    Movement: Move me to Office (or whatevers left) if my location closes.
    Current Devil Form(s) Displayed:
    Fell Viridio: Crocodile (M1)

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2

    Constitution d8 ☐ +1 ☐ +2 ☐ +3

    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +2
    Perception: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form ( or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you ( or to a character at your location) by 1.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (22)

    Varian - Boat 1-8 remain

    Zadim, Radovan - Docks 2-6 remain
    Koren, Damiel, Zarlova - Office 2-5 remain


    Varian waves to his bodyguard to show he's fine. The man does worry about me an awful lot. Perhaps he needs a vacation? he muses as he explores the depths of the boat.

    Explore to find a Ratling. No other local characters for BYA.

    Varian uncovers a cowering little rat-man, who hisses at him. Creature, I have no quarrel with you. Move along, and I'll leave you where you be." But the ratling hisses at him and lunges. Fortunately, Varian had his staff at the ready.
    Combat 9: 1d12 + 2 + 2d4 ⇒ (9) + 2 + (1, 2) = 14 He sighs. "Self-defense, and all that, but what a waste."

    He sends the young woman who follows him everywhere to explore the next room. Acadamae Student to explore again. Priest of Asmodeus.

    A young man holding a symbol of the devil-god Asmodeus follows the young student back. "Ah, my good man. You seem to have a good head on your shoulders. Come with me, and you can join the Pathfinder Society!" Varian makes a quick arcane flourish to show his power.

    Arcane 5: 1d12 + 2 ⇒ (3) + 2 = 5 Though he falters a bit, the priest is impressed, and nods. "Then go, prove your worth by bringing the Society something worthy."

    Recharge the Priest to explore again. Lamm and Gobblegut!

    The priest runs back looking scared. "A man with a crocodile, s-s-sir. He looks dangerous."

    "Good find, young man. Let's deal with him together."

    Villain fight:

    Acrobatics 6: 1d8 + 1 + 1d4 ⇒ (2) + 1 + (3) = 6
    Using my Flame Staff for both checks. I get a bonus 1d4 from the Priest. Requesting Radovan's The Dance on the first check, and a BotElements from Damiel on the second, please!
    Combat 13: 1d12 + 2 + 2d4 + 2d12 ⇒ (2) + 2 + (4, 3) + (3, 7) = 21
    Combat 12: 1d12 + 2 + 2d4 + 1d12 ⇒ (5) + 2 + (1, 3) + (9) = 20

    Guard checks, please!


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Koren will attempt to guard the Office with a Fortitude check. He will use Damiel's second Blessing of the Elements.

    Fortitude 6: 2d6 + 2 ⇒ (5, 3) + 2 = 10

    Office is guarded!


    Radovan's Deck Handler

    Off turn: Attempt to guard the Docks
    Request Blessing of the Elements from Damiel, Strength spell from Koren
    Strength 5+1=6: 2d8 + 3 ⇒ (3, 1) + 3 = 7 success
    Location guarded

    Discard The Dance for Varian's check to defeat the villain

    Radovan wrote:

    Hand: Red Leathers, Thieves' Tools, Compass 1, Cape of Escape (acquired),

    Displayed:
    Deck: 7 Discard: 8 Buried: 1
    Current Location: Docks
    Hero Points: 0
    Dice Re-Roll Used for 1-X?: Y
    NOTES:
    Available Support: Blessings available. The Dance discards to bless another character twice.
    Movement: Move me to Office (or whatevers left) if my location closes.
    Current Devil Form(s) Displayed:
    Fell Viridio: Crocodile (M1)

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2

    Constitution d8 ☐ +1 ☐ +2 ☐ +3

    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +2
    Perception: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form ( or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you ( or to a character at your location) by 1.

    Grand Lodge

    Conclusion:

    His thugs routed and his orphans freed from servitude, Gaedren Lamm nonetheless chortles at your situation. “The fortune-teller sent you against me? Are you sure?”
      
    With a laugh, he unveils a wooden hatbox, and out falls the head of Zellara Esmeranda!
      
    “But how?” you say, then reflect on how she came and went at a whim. You were led here by a ghost! A harrow deck tumbles out from under the box, a relic of a less tragic time.
      
    In your befuddlement, Lamm tries to light out, but is stopped in his tracks. Attracted by the fortune-teller’s rotting head, Lamm’s alligator Gobblegut crashes up through the floorboards and scampers at the miscreant, devouring him without hesitation. He will trouble the children of Korvosa no more.
      
    Relishing the irony, you pick up the harrow deck and feel Zellara’s ghostly energy within. It guides you to a jewel box containing a golden brooch depicting an imp and a house drake curled in mischief. You recognize this insignia. Could it really belong to Queen Ileosa herself?

    SUCCESS!

    Scenario Rewards:

  • A character gets the Loot item Zellara's Harrow Deck.
  • Rally the supporter Cressida Kroft.

    Zellara's Harrow Deck:

    Loot (Item)
    Traits: Tool Magic Gambling Harrow Mental
    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. Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Cressida Kroft:

    Supporter
    Traits: Human Soldier
    Display. While displayed:
    You may bury to draw a new weapon or armor.
    ◻︎You may bury to draw a new Attack spell or Healing spell.

    Character Advancement: Everyone gets a hero point and an experience point.

    Potential Upgrades:

  • Priest Of Pharasma (Ally 1)
  • Troubadour (Ally 0)
  • Priest Of Asmodeus (Ally 1)
  • Bat (Ally 0)
  • Orison (Blessing 0)
  • The Crows (Blessing 1)
  • Pharasma's Knowing (Blessing 1)
  • Cape Of Escape (Item 1)
  • Spellbook (Item 0)
  • Ghoul (Monster 1)
  • Magic Eye (Spell 0)
  • Harrowstrike (Spell 1)
  • Levitate (Spell 0)
  • Kukri (Weapon 0)
  • Light Crossbow (Weapon 0)

    But wait! That's not all; come to the Discussion thread for more!

  • Grand Lodge

    Scenario 1: A City Gone Mad

    “The king is dead!” the heralds shout. “Long live Queen Ileosa, ruler of all Korvosa!” If you take the temperature of the citizenry, though, Queen Ileosa might not live as long as the heralds suggest. The curse of the Crimson Throne has claimed yet another victim, and it may claim another before the week is out.

    From the spires of Castle Korvosa, you see how the city is faring. Fires and riots pepper the city. King Eodred’s spendthrift ways may not have been popular, but he kept the peace. Without his strength, the city may be consumed in chaos.
      
    Yet, in her mourning, the queen remains hopeful. “I love Korvosa, as my husband did before me,” she says as she examines the royal brooch you rescued from Gaedren Lamm’s fishery. “I will not see his legacy destroyed, and I shall not see my city torn apart. You have done my heart a great service on this dark day, yet perhaps you can serve this city more."

    “I must retire to my chambers—my grief has drained me. But our thinly stretched Korvosan Guard could use the aid of heroes such as you. If you so choose, I shall have my beloved guardswoman Sabina commission you into service to the Crown.”
      
    “It is my pleasure, Dearest Queen,” says the commander, Sabina Merrin. She inducts you as adjunct members of the Korvosan Guard, and introduces you to the Guards’ field marshal, Cressida Kroft.
      
    “Welcome,” says the field marshal. “I already have a mission for you.”

    Amid the chaos, the Guard now has a deserter problem. You must seek out a missing Guard sergeant named Verik Vancaskerkin, who is holed up in a butcher shop called All the World’s Meat. Vancaskerkin has fallen in with a group of toughs called the Cow Hammer Boys, who simultaneously run the shop and a thriving assault-for-hire business. With food being rationed in the riots, the Boys’ services—for both meat and murder—are more popular than ever.
      
    Vancaskerkin can be returned for a court- martial. What happens to the rest of these rotters is hardly a concern of the Field Marshal. Off you go, then, to All the World’s Meat. Along the way, you must make your way through the rioting mobs on the busy streets. What a fine business the queen has for you!

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.

    If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.

    Additional Rules: Once the villain Verik Vancaskerkin is shuffled into the Shop, the Thug Henchmen become Closure Henchmen.

    Henchman (Thug):

    CotCT Story Bane 0
    Traits: Fighter Human
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Story Bane (Evidence):

    CotCT Story Bane 1
    Traits: Task Trigger
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova

    Danger:

    Rioting Mob:

    Story Bane
    Traits:
    Skirmish
    Veteran

    To Defeat:
    Charisma
    Diplomacy 6+#

    If undefeated, each character summons and encounters the story bane Thug.

    Scenario Level (#): 1

    Turn: 1, Zarlova/Sonor

    Random Cards:

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

    Spoiler:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

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

    Spoiler:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Spoiler:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

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

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

    Spoiler:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Spoiler:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Snakebite Dagger
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 7
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


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

    Spoiler:
    Force Missile
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Force
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spoiler:
    Frost Ray
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic To Acquire:
    Intelligence
    Arcane 7
    For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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


    Spoiler:
    Immolate
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


    Armors
    Spoiler:
    Quilted Cloth Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 1.
    * When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

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

    Spoiler:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Spiked Half-plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Items
    Spoiler:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

    Spoiler:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing To Acquire:
    Strength
    Melee 4
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

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

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

    Spoiler:
    Elixir Of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Allies
    Spoiler:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Trigger To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Spoiler:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

    Spoiler:
    Teamster
    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.

    Spoiler:
    Priest Of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

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

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

    Spoiler:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

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

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

    Hour Power: No effect.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Zarlova/Sonor
    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.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Koren/MauveAvengr
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Zadim/ajpopp
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Radovan/WilderRedbeard
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Varian/cartmanbeck
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Zarlova/Sonor
    Sands Of The Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Koren/MauveAvengr
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Zadim/ajpopp
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Radovan/WilderRedbeard
    The Juggler
    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.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Varian/cartmanbeck
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Zarlova/Sonor
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Koren/MauveAvengr
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Zadim/ajpopp
    Sands Of The Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Radovan/WilderRedbeard
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Varian/cartmanbeck
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2. To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Zarlova/Sonor
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Koren/MauveAvengr
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Zadim/ajpopp
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Radovan/WilderRedbeard
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Varian/cartmanbeck
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Zarlova/Sonor
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Koren/MauveAvengr
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Zadim/ajpopp
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Radovan/WilderRedbeard
    Sands Of The Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Varian/cartmanbeck
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Zarlova/Sonor
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Koren/MauveAvengr
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Zadim/ajpopp
    Sands Of The Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Radovan/WilderRedbeard
    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: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Varian/cartmanbeck, Koren/MauveAvengr, Radovan/WilderRedbeard, Zarlova/Sonor, Zadim/ajpopp, None

    Location #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: 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: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #7: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Cressida Kroft:

    CotCT Supporter 0
    Traits: Human Soldier
    Display. While displayed: * You may bury to draw a new weapon or armor. You may bury to draw a new Attack spell or Healing spell. "It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now."

    Grand Lodge

    Your Harrowing:

  • Zarlova:
    The Demon's Lantern:

    CotCT Blessing 1
    Traits: Harrow Suit: Keys Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore.

  • Zadim:
    The Cricket:

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

  • Koren:
    The Avalanche:

    CotCT Blessing 1
    Traits: Harrow Suit: Keys Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+#
    On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

  • Radovan:
    The Rabbit Prince:

    CotCT Blessing 1
    Traits: Harrow Suit: Keys Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire: Dexterity Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value. Discard to explore.

  • Varian:
    The Peacock:

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

    Please choose starting locations and draw your starting hands, then add your Harrow card.


  • Starting location: #6 Office

    "

    Zarlova wrote:

    Hand: Sage's Journal, Cure 1, Augury, Blessing of the Gods 1, Cure 2, Blessing of the Gods 2,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: I have two cures, don't be shy in asking for them. Feel free to use my blessing

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Intelligence + 2
    Knowledge: Intelligence + 2
    Divine: Wisdom + 3
    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    [i][/i]
    POWERS:
    When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top (☐ or bottom) card of your deck; if it is a spell (☐ or a blessing), you may add it to your hand.

    "


    Starting location is the Shop.

    "

    Varian wrote:

    Hand: Acadamae Student (Core), Force Missile (Core), Cutlass, Fire Snake, Blessing of the Gods 2, Flame Staff (Core), Radovan, The Peacock,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 1/1
    Shirt reroll: NOT USED
    NOTES:
    Other: If you run into a spell or Book item, I'd love to steal it!

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon or Spell Cohort: Radovan
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Arcane Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell ([ ] or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 ([ ] +1).
    [X] At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "


    Radovan's Deck Handler

    Display Quang and Norge devil forms.
    Radovan will start at the Storehouse for the increased hand size and then likely move to Plaza at the start of his turn.

    Radovan wrote:

    Hand: Blessing of the Elements, Quartermaster, The Rabbit Prince, Kukri, Compass 1, Compass 2,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points: 0
    Dice Re-Roll Used for 1-B?: N
    NOTES:
    Available Support: Blessings available. Rabbit Prince freely recharges to bless but the highest value die must be rerolled.
    Movement: Move me to Plaza if my location closes.
    Current Devil Form(s) Displayed:
    Norge:
    Quang:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Acrobatics: Dexterity +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form ([ X ] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you ( or to a character at your location) by 1.


    STR d8 (Melee +2) | DEX d8 (Acrobatics +2, Stealth +2) | CON d8 | INT d8 (Craft +1) | WIS d6 | CHA d4 Zadim Deck Handler

    Zadim will start at location 2, The Slaughterhouse.

    Zadim wrote:

    Hand: Rapier, Blessing of Horus, Blessing of the Quartermaster 2, Blood Periapt, Rochin, The Cricket,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 0
    Dice Re-Roll Used for CotCT-1B?: N
    NOTES:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Craft: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors and Weapons
    POWERS:
    • You may recharge a card to examine the top card of your location deck.
    • You may recharge a card to add your Intelligence skill (☐+2) to your check that invokes the Poison (☐ or Acid or Undead) trait.
    • You may recharge a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.

    If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.

    Additional Rules: Once the villain Verik Vancaskerkin is shuffled into the Shop, the Thug Henchmen become Closure Henchmen.

    Henchman (Thug):

    CotCT Story Bane 0
    Traits: Fighter Human
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Story Bane (Evidence):

    CotCT Story Bane 1
    Traits: Task Trigger
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova

    Danger:

    Rioting Mob:

    Story Bane
    Traits:
    Skirmish
    Veteran

    To Defeat:
    Charisma
    Diplomacy 6+#

    If undefeated, each character summons and encounters the story bane Thug.

    Scenario Level (#): 1

    Turn: 1, Zarlova/Sonor

    Random Cards:

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

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

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

    Spoiler:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

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

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

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

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

    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

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

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

    Spoiler:
    Sword Cane
    CotCT
    Weapon 0
    Traits:
    Bludgeoning
    Finesse
    Melee
    Staff To Acquire:
    Strength
    Melee
    Stealth 6
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

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

    Spoiler:
    Elven Curve Blade
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spells
    Spoiler:
    Infernal Healing
    CotCT
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Display next to a local character.
    While displayed:
    * At the end of this character's turns, they may bury a card from their discards to heal a card.
    * At the end of the scenario, banish; if proficient, bury instead.

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

    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

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

    Spoiler:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Armors
    Spoiler:
    Spiked Half-plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Spoiler:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

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

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

    Spoiler:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


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

    Spoiler:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

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

    Spoiler:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

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

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

    Spoiler:
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

    Spoiler:
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

    Spoiler:
    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.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Koren/MauveAvengr
    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.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Zadim/ajpopp
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Radovan/WilderRedbeard
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Varian/cartmanbeck
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Zarlova/Sonor
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Koren/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Zadim/ajpopp
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Radovan/WilderRedbeard
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Varian/cartmanbeck
    The Juggler
    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.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Zarlova/Sonor
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Zadim/ajpopp
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Varian/cartmanbeck
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Zarlova/Sonor
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2. To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Zadim/ajpopp
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Radovan/WilderRedbeard
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Varian/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Zarlova/Sonor
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Zadim/ajpopp
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Radovan/WilderRedbeard
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Varian/cartmanbeck
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Zarlova/Sonor
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Zadim/ajpopp
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Varian/cartmanbeck
    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: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Varian/cartmanbeck, None

    Shop Card 1:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
    Shop Card 2:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Shop Card 3:
    Evidence
    CotCT
    Story Bane 1
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Wisdom
    Knowledge
    Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.
    Shop Card 4:
    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.
    Shop Card 5:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Shop Card 6:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Shop Card 7:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Shop Card 8:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Shop Card 9:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Shop Card 10:
    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.
    Shop Card 11:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Location #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Zadim/ajpopp, None
    Slaughterhouse Card 1:
    Priest of Abadar
    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.
    Slaughterhouse Card 2:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Slaughterhouse Card 3:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Slaughterhouse Card 4:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Slaughterhouse Card 5:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Slaughterhouse Card 6:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Slaughterhouse Card 7:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Slaughterhouse Card 8:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 9:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Slaughterhouse Card 10:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Koren/MauveAvengr, Radovan/WilderRedbeard, None
    Storehouse Card 1:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.
    Storehouse Card 2:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Storehouse Card 3:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Storehouse Card 4:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Storehouse Card 5:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Storehouse Card 6:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.
    Storehouse Card 7:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    Storehouse Card 8:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Storehouse Card 9:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Storehouse Card 10:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #4: 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: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Plaza Card 1:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Plaza Card 2:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Plaza Card 3:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Plaza Card 4:
    Henchman Proxy A7
    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.
    Plaza Card 5:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Plaza Card 6:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Plaza Card 7:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Plaza Card 8:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Plaza Card 9:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.
    Plaza Card 10:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None
    Tavern Card 1:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Tavern Card 2:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Tavern Card 3:
    Burglar
    CotCT
    Ally 0
    Traits:
    Human
    Trigger To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.
    Tavern Card 4:
    Acid Burst
    CotCT
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, banish to use Arcane + 2d4.

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

    Tavern Card 5:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Tavern Card 6:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
    Tavern Card 7:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Tavern Card 8:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 9:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Tavern Card 10:
    Elixir of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zarlova/Sonor, None
    Office Card 1:
    Elixir of Love
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 6
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

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

    Office Card 2:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Office Card 3:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.
    Office Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Office Card 5:
    Acadamae Student
    CotCT
    Ally 0
    Traits:
    Human
    Wizard To Acquire:
    Intelligence
    Arcane 3
    OR Charisma
    Diplomacy 6
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.
    Office Card 6:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.
    Office Card 7:
    Henchman Proxy A6
    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.
    Office Card 8:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.
    Office Card 9:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Office Card 10:
    Fool's Gold
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.

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


    Location #7: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abandoned Shacks Card 1:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Abandoned Shacks Card 2:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
    Abandoned Shacks Card 3:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Abandoned Shacks Card 4:
    Henchman Proxy A3
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Abandoned Shacks Card 5:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Abandoned Shacks Card 6:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.
    Abandoned Shacks Card 7:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Abandoned Shacks Card 8:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.
    Abandoned Shacks Card 9:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Abandoned Shacks Card 10:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Cressida Kroft:

    CotCT Supporter 0
    Traits: Human Soldier
    Display. While displayed: * You may bury to draw a new weapon or armor. You may bury to draw a new Attack spell or Healing spell. "It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now."

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Koren replaces his Blessing of the Gods with Blessing of Iomedae.

    Koren will start with Radovan at the Storehouse. Increase starting hand by 1 since starting at Storehouse.

    Koren wrote:

    Hand: Strength, Blessing of the Samurai 3, Naginata, Heavy Wooden Shield, Chain Mail, Blessing of Iomedae, The Avalanche (Harrow),

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points: 0
    NOTES:
    Available Support: Discard top card of deck to add 1d6 to local check; Strength free; Recharge armor can reduce 2 damage (local only)
    Movement: Move me where ever Radovan is
    Other: Feel free to use armor to reduce damage by 2

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor | Heavy Armor | Weapon
    POWERS:
    When another character at your location is dealt damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☐+1) to any check by another character at your location. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it.


    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova
    Out of Turn Updates: None
    Turn: Turn 1 - Hour of Benefaction

    Discover 1

    Elixir of love:

    Elixir of Love
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 6
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Craft 6: 1d10 + 2 ⇒ (1) + 2 = 3

    Rolled a 1. Oh well

    Discaring BOTG 1
    Discover 2

    Cold Iron Greatsword:

    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    DC Strength 11: 1d4 ⇒ 1

    There is no way.

    Discaring BOTG 3
    Discover 3

    Mountebank:

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

    I bury my Sage's Journal to beat this
    DC Wisdom 6: 1d10 + 1d10 + 2 ⇒ (6) + (8) + 2 = 16

    "

    Zarlova wrote:

    Hand: The Demon's Lantern

    , Cure 1, Augury, Blessing of the Gods 3, Cure 2, Blessing of the Gods 5,
    Displayed:
    Deck: 6 Discard: 2 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: I have two cures, don't be shy in asking for them. Feel free to use my blessing

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Intelligence + 2
    Knowledge: Intelligence + 2
    Divine: Wisdom + 3

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    [i][/i]
    POWERS:
    When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top (☐ or bottom) card of your deck; if it is a spell (☐ or a blessing), you may add it to your hand.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (22)

    Varian - Shop 1-10 remain
    Zadim - Slaughterhouse 1-10 remain
    Koren,Radovan - Storehouse 1-10 remain
    Plaza 1-10 remain
    Tavern 1-10 remain
    Zarlova - Office 4-10 remain
    Abandoned Shacks 1-10 remain


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Zarlova, Koren, Damiel, Zadim, Radovan, Varian
    Out of turn updates : None
    Turn: Turn 2 – Blessings Deck Card 1 Koren/MauveAvengr

    The Crows:
    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.

    Hour Power: When you would bury a boon, succeed at its check to acquire or banish it instead

    SOT: N/a
    Give card: N/a
    Move: Stay at #3: the Storehouse

    Explore 1: Glorious Warhammer

    Glorious Warhammer:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Will recharge Blessing of the Samurai to bless since it invokes the melee trait.

    Melee 10: 2d8 + 2 ⇒ (1, 2) + 2 = 5

    Don't acquire. Will discard Blessing of Iomedae to explore again.

    Explore 2: Quarterstaff

    Quarterstaff:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Melee 4: 1d8 + 2 ⇒ (8) + 2 = 10

    Will discard the Avalanche to explore again. Since it is my harrow, can draw card or give card to another player. Wont do either.

    Explore 3: Henchman Proxy A4

    Henchman Proxy A4:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Henchman(Thug):
    Henchman(Thug)
    CotCT
    Story Bane 0
    Traits:
    Fighter
    Human
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Koren will play the spell Strength to add 3 to Strength for the turn.

    BYE Melee 4+1=5: 1d8 + 2 + 3 ⇒ (2) + 2 + 3 = 7

    Auto pass. No damage taken. Will reveal naginata to do melee+2d8 (and drop any d8).

    Combat 10+2=12: 1d8 + 2 + 3 + 2d8 ⇒ (7) + 2 + 3 + (7, 4) = 23 -> Remove third d8 -> Result = 19

    Since Koren defeated a thug, the villain Verik Vancaskerkin is shuffled into the Shop. Thugs become closing henchman now. Don't think I can close so end turn here.

    EOT: Reset hand

    Recovery:
    Strength Divine 8: 1d8 + 3 ⇒ (1) + 3 = 4

    Koren wrote:

    Hand: Banner, Blessing of the Samurai 1, Naginata, Heavy Wooden Shield, Chain Mail, Sanctuary,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points: 0
    NOTES:
    Available Support: Discard top card of deck to add 1d6 to local check; Sanctuary free; Recharge armor can reduce 2 damage (local only)
    Movement: Move me where ever Radovan is
    Other: Feel free to use armor to reduce damage by 2

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor | Heavy Armor | Weapon
    POWERS:
    When another character at your location is dealt damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☐+1) to any check by another character at your location. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0)

    Varian - Shop 1-10 remain
    Zadim - Slaughterhouse 1-10 remain
    Koren,Radovan - Storehouse 4-10 remain
    Plaza 1-10 remain
    Tavern 1-10 remain
    Zarlova - Office 4-10 remain
    Abandoned Shacks 1-10 remain


    STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova
    Out of turn updates:
    Turn: Turn 3 – Blessing 2/The Mute Hag (When this is the hour: At the start of your turn, summon and encounter a spell.)
    SOT: Encounter Infernal Healing. Int, Wis, Arcane, Divine 6 to acquire.

    Infernal Healing:

    CotCT
    Spell 0
    Traits: Arcane, Divine, Healing, Magic
    To Acquire: Intelligence Wisdom Arcane Divine 6
    Display next to a local character.
    While displayed:
    * At the end of this character's turns, they may bury a card from their discards to heal a card.
    * At the end of the scenario, banish; if proficient, bury instead.

    Int 6: 1d8 ⇒ 6
    Well, I’ve acquired it.

    Give card: nil
    Move: Moving to #7, Abandoned Shacks.

    Explore 1: Encounter Archer’s Kite Shield. Con, Fort 5 to acquire. I’ll recharge Blessing of the Quartermaster to try to acquire this.
    Constitution 5: 2d8 ⇒ (3, 4) = 7
    Acquired a nifty shield.

    I will discard the Cricket to move to the Office and explore. Since it’s my Harrow card, I’ll draw a card and give Infernal Healing to Zarlova.

    Explore 2: Spiked Volley. Dex, Acro, Disable 9 to defeat. I’ll discard my Blessing of Horus for 2 extra dice.
    Disable 9: 3d8 + 2 + 1d4 ⇒ (3, 6, 7) + 2 + (3) = 21
    Defeated.

    I’ll discard Night Watch to explore.
    Explore 3: Encounter Acadamae Student. Int, Arcane 3 or Cha, Diplomacy 6 to acquire.
    Int 3: 1d8 ⇒ 8
    Acquired.
    And I’ll discard the student to explore again.

    Explore 4: Encounter Pig. Wis, Survival 3 to acquire.
    Wisdom 3: 1d6 ⇒ 2
    No pig for Zadim.
    Th-th-that’s all, folks. (Bonus if you get the reference.)

    I'll recharge my Rochin to examine the next card in the location.
    It is the Henchman: Thug!

    EOT Reset hand.

    Zadim wrote:

    Hand: Rapier, Blood Periapt, Archer's Kite Shield, Blowgun, Stalking Armor,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Office
    Hero Points: 0
    Dice Re-Roll Used for CotCT-1B?: N
    NOTES:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Craft: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors and Weapons
    POWERS:
    • You may recharge a card to examine the top card of your location deck.
    • You may recharge a card to add your Intelligence skill (☐+2) to your check that invokes the Poison (☐ or Acid or Undead) trait.
    • You may recharge a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0)
    Notes for Zarlova: You've been given the spell Infernal Healing.

    Varian - Shop 1-11 RANDOM remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain
    Koren,Radovan - Storehouse 4-10 remain
    Plaza 1-10 remain
    Tavern 1-10 remain
    Zarlova, Zadim - Office 7-10 remain // 7=Henchman: Thug
    Abandoned Shacks 2-10 remain

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.

    If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.

    Additional Rules: Once the villain Verik Vancaskerkin is shuffled into the Shop, the Thug Henchmen become Closure Henchmen. (This has now happened.)

    Henchman (Thug):

    CotCT Story Bane 0
    Traits: Fighter Human
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Story Bane (Evidence):

    CotCT Story Bane 1
    Traits: Task Trigger
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova

    Danger:

    Rioting Mob:

    Story Bane
    Traits:
    Skirmish
    Veteran

    To Defeat:
    Charisma
    Diplomacy 6+#

    If undefeated, each character summons and encounters the story bane Thug.

    Scenario Level (#): 1

    Turn: 4, Radovan/WilderRedbeard

    Random Cards:

    Monsters
    Spoiler:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

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

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

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

    Spoiler:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

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

    Spoiler:
    Imps and House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Spoiler:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Weapons
    Spoiler:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

    Spoiler:
    Starknife
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Life Drain
    Core
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

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

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


    Spoiler:
    Phantasmal Minion
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 4
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

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

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

    Armors
    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

    Spoiler:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

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

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

    Spoiler:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Spoiler:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.


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

    Spoiler:
    Korvosan Dandy
    CotCT
    Ally 1
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Spoiler:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

    Spoiler:
    Priest of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

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

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

    Spoiler:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card. To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Spoiler:
    The 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.

    Spoiler:
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

    Spoiler:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Orison:
    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.

    Blessings Remaining: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Varian/cartmanbeck
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Zarlova/Sonor
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Koren/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Zadim/ajpopp
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Radovan/WilderRedbeard
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Varian/cartmanbeck
    The Juggler
    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.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Zarlova/Sonor
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Zadim/ajpopp
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Varian/cartmanbeck
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Zarlova/Sonor
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2. To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Zadim/ajpopp
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Radovan/WilderRedbeard
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Varian/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Zarlova/Sonor
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Zadim/ajpopp
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Radovan/WilderRedbeard
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Varian/cartmanbeck
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Zarlova/Sonor
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Zadim/ajpopp
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Varian/cartmanbeck
    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: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 3
    Located/Displayed Here: Varian/cartmanbeck, None

    Shop Card 1:
    Verik Vancaskerkin
    CotCT
    Story Bane 1
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 16
    OR Charisma
    Diplomacy 11
    Before acting, suffer 1d4 Ranged Combat damage.
    Shop Card 2:
    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.
    Shop Card 3:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Shop Card 4:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Shop Card 5:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Shop Card 6:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Shop Card 7:
    Evidence
    CotCT
    Story Bane 1
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Wisdom
    Knowledge
    Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.
    Shop Card 8:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
    Shop Card 9:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Shop Card 10:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Shop Card 11:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Shop Card 12:
    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 #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Priest of Abadar
    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.
    Slaughterhouse Card 2:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Slaughterhouse Card 3:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Slaughterhouse Card 4:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Slaughterhouse Card 5:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Slaughterhouse Card 6:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Slaughterhouse Card 7:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Slaughterhouse Card 8:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 9:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Slaughterhouse Card 10:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Koren/MauveAvengr, Radovan/WilderRedbeard, None
    Storehouse Card 1:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Storehouse Card 2:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Storehouse Card 3:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.
    Storehouse Card 4:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    Storehouse Card 5:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Storehouse Card 6:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Storehouse Card 7:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #4: 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: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Plaza Card 1:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Plaza Card 2:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Plaza Card 3:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Plaza Card 4:
    Henchman Proxy A7
    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.
    Plaza Card 5:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Plaza Card 6:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Plaza Card 7:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Plaza Card 8:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Plaza Card 9:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.
    Plaza Card 10:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None
    Tavern Card 1:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Tavern Card 2:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Tavern Card 3:
    Burglar
    CotCT
    Ally 0
    Traits:
    Human
    Trigger To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.
    Tavern Card 4:
    Acid Burst
    CotCT
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, banish to use Arcane + 2d4.

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

    Tavern Card 5:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Tavern Card 6:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
    Tavern Card 7:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Tavern Card 8:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 9:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Tavern Card 10:
    Elixir of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zarlova/Sonor, Zadim/ajpopp, None
    Office Card 1 (Henchman Proxy A6):
    Henchman Proxy A6
    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.
    Office Card 2:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.
    Office Card 3:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Office Card 4:
    Fool's Gold
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.

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


    Location #7: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abandoned Shacks Card 1:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
    Abandoned Shacks Card 2:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Abandoned Shacks Card 3:
    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.
    Abandoned Shacks Card 4:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Abandoned Shacks Card 5:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.
    Abandoned Shacks Card 6:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Abandoned Shacks Card 7:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.
    Abandoned Shacks Card 8:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Abandoned Shacks Card 9:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Cressida Kroft:

    CotCT Supporter 0
    Traits: Human Soldier
    Display. While displayed: * You may bury to draw a new weapon or armor. You may bury to draw a new Attack spell or Healing spell. "It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now."

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.


    Radovan's Deck Handler

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova
    The hour of Orison
    When this is the hour: No effect.
    Remain at Storehouse

    Free explore of card #1

    Token of Remembrance:

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

    Wisdom 5: 1d6 ⇒ 6 acquired
    Display boon next to devil form Quang

    Discard Compass to explore card #2:

    Harrow Deck:

    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.
    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Recharge Quartermaster to add 1d8, bury Token of Remembrance to add 1d6 (Quang's power)
    Wisdom 10: 2d6 + 1d8 ⇒ (3, 5) + (2) = 10 acquired
    Display Harrow Deck next to Quang

    Discard Compass 2 to explore card #3:

    Attic Whisperer:

    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Koren must succeed at a Wis 4 check or suffer the scourge Dazed.
    Bury Harrow Deck to add 1d6+1 to non-combat check
    BA Wisdom 4: 2d6 + 1 ⇒ (1, 3) + 1 = 5
    Reveal and recharge Kukri. request Koren discards the top card of his deck for 1d6, Norge adds 1 and the Fire trait
    Combat 13: 1d8 + 3d4 + 1d6 + 1 ⇒ (7) + (1, 3, 1) + (1) + 1 = 14 defeated, banished

    Radovan and Koren duck into a storehouse to avoid the chaos out in the streets. Searching for some indication that the deserter has been here, Radovan comes across a few valuable items among the refuse discarded, much to the delight of Quang. But still no sign of Vancaskerkin. The two continue searching.

    Reset hand (+1 for location power) and end turn

    Radovan wrote:

    Hand: Rochin, Red Leathers, Appleslayer, Alaeron, Blessing of the Elements, The Rabbit Prince,

    Displayed:
    Deck: 8 Discard: 2 Buried: 2
    Current Location: Storehouse
    Hero Points: 0
    Dice Re-Roll Used for 1-B?: N
    NOTES:
    Available Support: Blessings available. Rabbit Prince freely recharges to bless but the highest value die must be rerolled.
    Movement: Move me to Plaza if my location closes.
    Current Devil Form(s) Displayed:
    Norge:
    Quang:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Acrobatics: Dexterity +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form ([ X ] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you ( or to a character at your location) by 1.


    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0)
    Notes for Koren: Must succeed at a Wis 4 check or suffer scourge Dazed. Discarded top card of deck to add 1d6 to Radovan's check.

    Varian - Shop 1-12 remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain
    Koren,Radovan - Storehouse 4-7 remain
    Plaza 1-10 remain
    Tavern 1-10 remain
    Zarlova, Zadim - Office 1-3 remain // Top card=Henchman: Thug
    Abandoned Shacks 1-9 remain


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Out of Turn : Radovan encounter an Attic Whisperer. Koren has to attempt a Wisdom 4 check or suffer a scourge.

    Wisdom 4: 1d10 ⇒ 7

    Koren passes. Also have to discard top card of deck to add to Radovan's check. Scale Mail, so can recharge instead.

    Koren wrote:

    Hand: Blessing of the Samurai 1, Naginata, Heavy Wooden Shield, Chain Mail, Sanctuary,

    Displayed: Banner,
    Deck: 8 Discard: 2 Buried: 0
    Current Location: Storehouse
    Hero Points: 0
    NOTES:
    Available Support: Discard top card of deck to add 1d6 to local check; Sanctuary free; Recharge armor can reduce 2 damage (local only)
    Movement: Move me where ever Radovan is
    Other: Feel free to use armor to reduce damage by 2

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor | Heavy Armor | Weapon
    POWERS:
    When another character at your location is dealt damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☐+1) to any check by another character at your location. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it.

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.

    If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.

    Additional Rules: Once the villain Verik Vancaskerkin is shuffled into the Shop, the Thug Henchmen become Closure Henchmen. (This has now happened.)

    Banner is displayed! (+1 to all combat checks, anywhere, until someone fails one.)

    Henchman (Thug):

    CotCT Story Bane 0
    Traits: Fighter Human
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Story Bane (Evidence):

    CotCT Story Bane 1
    Traits: Task Trigger
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova

    Danger:

    Rioting Mob:

    Story Bane
    Traits:
    Skirmish
    Veteran

    To Defeat:
    Charisma
    Diplomacy 6+#

    If undefeated, each character summons and encounters the story bane Thug.

    Scenario Level (#): 1

    Turn: 5, Varian/cartmanbeck

    Random Cards:

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

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

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

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

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

    Barriers
    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Spoiler:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

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

    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Spoiler:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Weapons
    Spoiler:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

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

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Earthbreaker
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Melee To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spells
    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

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

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

    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

    Spoiler:
    Spiked Half-plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

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

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

    Spoiler:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

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

    Spoiler:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


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

    Spoiler:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

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

    Spoiler:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

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

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

    Spoiler:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

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

    Spoiler:
    The 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.

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

    Top of Blessing Discard Pile:

    Iomedae's Justice:
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Remaining: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Zarlova/Sonor
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Koren/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Zadim/ajpopp
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Radovan/WilderRedbeard
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Varian/cartmanbeck
    The Juggler
    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.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Zarlova/Sonor
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Zadim/ajpopp
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Varian/cartmanbeck
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Zarlova/Sonor
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2. To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Zadim/ajpopp
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Radovan/WilderRedbeard
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Varian/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Zarlova/Sonor
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Zadim/ajpopp
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Radovan/WilderRedbeard
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Varian/cartmanbeck
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Zarlova/Sonor
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Zadim/ajpopp
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Varian/cartmanbeck
    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: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 3
    Located/Displayed Here: Varian/cartmanbeck, None

    Shop Card 1:
    Verik Vancaskerkin
    CotCT
    Story Bane 1
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 16
    OR Charisma
    Diplomacy 11
    Before acting, suffer 1d4 Ranged Combat damage.
    Shop Card 2:
    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.
    Shop Card 3:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Shop Card 4:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Shop Card 5:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Shop Card 6:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Shop Card 7:
    Evidence
    CotCT
    Story Bane 1
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Wisdom
    Knowledge
    Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.
    Shop Card 8:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
    Shop Card 9:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Shop Card 10:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Shop Card 11:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Shop Card 12:
    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 #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Priest of Abadar
    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.
    Slaughterhouse Card 2:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Slaughterhouse Card 3:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Slaughterhouse Card 4:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Slaughterhouse Card 5:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Slaughterhouse Card 6:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Slaughterhouse Card 7:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Slaughterhouse Card 8:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 9:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Slaughterhouse Card 10:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Koren/MauveAvengr, Radovan/WilderRedbeard, None
    Storehouse Card 1:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    Storehouse Card 2:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Storehouse Card 3:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Storehouse Card 4:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #4: 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: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Plaza Card 1:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Plaza Card 2:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Plaza Card 3:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Plaza Card 4:
    Henchman Proxy A7
    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.
    Plaza Card 5:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Plaza Card 6:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Plaza Card 7:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Plaza Card 8:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Plaza Card 9:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.
    Plaza Card 10:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None
    Tavern Card 1:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Tavern Card 2:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Tavern Card 3:
    Burglar
    CotCT
    Ally 0
    Traits:
    Human
    Trigger To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.
    Tavern Card 4:
    Acid Burst
    CotCT
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, banish to use Arcane + 2d4.

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

    Tavern Card 5:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Tavern Card 6:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
    Tavern Card 7:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Tavern Card 8:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 9:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Tavern Card 10:
    Elixir of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zarlova/Sonor, Zadim/ajpopp, None
    Office Card 1 (Henchman Proxy A6):
    Henchman Proxy A6
    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.
    Office Card 2:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.
    Office Card 3:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Office Card 4:
    Fool's Gold
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.

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


    Location #7: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abandoned Shacks Card 1:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
    Abandoned Shacks Card 2:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Abandoned Shacks Card 3:
    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.
    Abandoned Shacks Card 4:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Abandoned Shacks Card 5:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.
    Abandoned Shacks Card 6:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Abandoned Shacks Card 7:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.
    Abandoned Shacks Card 8:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Abandoned Shacks Card 9:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Cressida Kroft:

    CotCT Supporter 0
    Traits: Human Soldier
    Display. While displayed: * You may bury to draw a new weapon or armor. You may bury to draw a new Attack spell or Healing spell. "It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now."

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.


    Varian sees Vankaskerkin run into the shop and hide, and decides to stake it out while his friends converge on the location after dealing with some other thugs.

    Moving from the Shop to the Tavern.

    He leaves Radovan standing watch outside display Radovan, then walks to the Tavern across the street and sits down for a drink. No sooner than the bartender pours his wine than a Boggart begins terrorizing the bar!

    Knowledge 4: 1d12 + 2 ⇒ (11) + 2 = 13
    Casting Force Missile on the combat check. Will also recharge my Cutlass to add 1d4 since the location is Urban.
    Combat 10: 1d12 + 2 + 2d4 + 1d4 ⇒ (11) + 2 + (2, 3) + (2) = 20 Boggart defeated. Varian handily defeats the Boggart, and the Bartender cheers him and pours him a free round.

    He then casually suggests to his young Student to go check out the back room.
    Recharge Acadamae Student to explore, finding an Ingratiating Minion.

    The young woman returns with a man who bows all too often. "Please sir, let me shine your shoes, or wash your clothing! Anything! You're a lion among men!"
    Recharging The Peacock to add 1d4 for Urban.
    Knowledge 7: 1d12 + 2 + 1d4 ⇒ (3) + 2 + (4) = 9 Ingratiating Minion defeated. Varian knows just how to deal with such supplicants, and sends him on his way to the local tailor with a silver piece and a ripped glove.
    Free examine, and I get to ignore Trigger, which the next card has! I'll choose not to ignore the Trigger though, and encounter the Burglar.

    A man tries to casually reach over the counter and steal the bartender's hard-earned money, but Varian casually casts a spell at him and burns his hand.
    Using Fire Snake to use Arcane in place of Diplomacy, and I'll recharge my Blessing of the Gods for 1d4 from Urban.
    Arcane 6: 1d12 + 2 + 1d4 ⇒ (2) + 2 + (4) = 8 Burglar acquired. "Young man, if you're going to steal, you'll need to get better at it. You have a choice... I can turn you in, or you can go outside and learn from my associate how to steal PROPERLY, and then start doing so for me."

    I'll end there. Force Missile and Fire Snake go to discards, then I recharge Fire Snake at the end of my turn.

    "

    Varian wrote:

    Hand: Burglar, Steal Book, Unerring Weapon, Sage's Journal (Core), Blessing of the Spellbound 1, Flame Staff (Core),

    Displayed: Radovan,
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 1/1
    Shirt reroll: NOT USED
    NOTES:
    Other: If you run into a spell or Book item, I'd love to steal it!

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon or Spell Cohort: Radovan
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Arcane Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell ([ ] or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 ([ ] +1).
    [X] At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.

    If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.

    Additional Rules: Once the villain Verik Vancaskerkin is shuffled into the Shop, the Thug Henchmen become Closure Henchmen. (This has now happened.)

    Henchman (Thug):

    CotCT Story Bane 0
    Traits: Fighter Human
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Story Bane (Evidence):

    CotCT Story Bane 1
    Traits: Task Trigger
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova

    Danger:

    Rioting Mob:

    Story Bane
    Traits:
    Skirmish
    Veteran

    To Defeat:
    Charisma
    Diplomacy 6+#

    If undefeated, each character summons and encounters the story bane Thug.

    Scenario Level (#): 1

    Turn: 6, Zarlova/Sonor

    Random Cards:

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

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

    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

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

    Spoiler:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Barriers
    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Spoiler:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Spoiler:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

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

    Spoiler:
    Earthbreaker
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Melee To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Armors
    Spoiler:
    Spiked Half-plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Quilted Cloth Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 1.
    * When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

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

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

    Spoiler:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


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

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


    Allies
    Spoiler:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Spoiler:
    Teamster
    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.

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

    Spoiler:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

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

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

    Spoiler:
    The 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.

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

    Spoiler:
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed. To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

    Spoiler:
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Orison:
    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.

    Blessings Remaining: 24

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Koren/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Zadim/ajpopp
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Radovan/WilderRedbeard
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Varian/cartmanbeck
    The Juggler
    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.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Zarlova/Sonor
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Zadim/ajpopp
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Varian/cartmanbeck
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Zarlova/Sonor
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2. To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Zadim/ajpopp
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Radovan/WilderRedbeard
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Varian/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Zarlova/Sonor
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Zadim/ajpopp
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Radovan/WilderRedbeard
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Varian/cartmanbeck
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Zarlova/Sonor
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Zadim/ajpopp
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Varian/cartmanbeck
    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: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 3
    Located/Displayed Here: None

    Shop Card 1:
    Verik Vancaskerkin
    CotCT
    Story Bane 1
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 16
    OR Charisma
    Diplomacy 11
    Before acting, suffer 1d4 Ranged Combat damage.
    Shop Card 2:
    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.
    Shop Card 3:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Shop Card 4:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Shop Card 5:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Shop Card 6:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Shop Card 7:
    Evidence
    CotCT
    Story Bane 1
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Wisdom
    Knowledge
    Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.
    Shop Card 8:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
    Shop Card 9:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Shop Card 10:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Shop Card 11:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Shop Card 12:
    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 #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Priest of Abadar
    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.
    Slaughterhouse Card 2:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Slaughterhouse Card 3:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Slaughterhouse Card 4:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Slaughterhouse Card 5:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Slaughterhouse Card 6:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Slaughterhouse Card 7:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Slaughterhouse Card 8:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 9:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Slaughterhouse Card 10:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Koren/MauveAvengr, Radovan/WilderRedbeard, None
    Storehouse Card 1:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    Storehouse Card 2:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Storehouse Card 3:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Storehouse Card 4:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #4: 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: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Plaza Card 1:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Plaza Card 2:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Plaza Card 3:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Plaza Card 4:
    Henchman Proxy A7
    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.
    Plaza Card 5:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Plaza Card 6:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Plaza Card 7:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Plaza Card 8:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Plaza Card 9:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.
    Plaza Card 10:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Varian/cartmanbeck, None
    Tavern Card 1:
    Acid Burst
    CotCT
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, banish to use Arcane + 2d4.

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

    Tavern Card 2:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Tavern Card 3:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
    Tavern Card 4:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Tavern Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 6:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Tavern Card 7:
    Elixir of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zarlova/Sonor, Zadim/ajpopp, None
    Office Card 1 (Henchman Proxy A6):
    Henchman Proxy A6
    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.
    Office Card 2:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.
    Office Card 3:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Office Card 4:
    Fool's Gold
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.

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


    Location #7: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abandoned Shacks Card 1:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
    Abandoned Shacks Card 2:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Abandoned Shacks Card 3:
    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.
    Abandoned Shacks Card 4:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Abandoned Shacks Card 5:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.
    Abandoned Shacks Card 6:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Abandoned Shacks Card 7:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.
    Abandoned Shacks Card 8:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Abandoned Shacks Card 9:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Cressida Kroft:

    CotCT Supporter 0
    Traits: Human Soldier
    Display. While displayed: * You may bury to draw a new weapon or armor. You may bury to draw a new Attack spell or Healing spell. "It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now."

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.


    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova
    Out of Turn Updates: None
    Turn: Turn 6 - Hour of Orison

    Using cure 1 on Zadim
    1d4+1 Cards to reload: 1d4 + 1 ⇒ (2) + 1 = 3

    Okay. Now i don't actually have any spells to fight with, so all i can do is
    use augury to milk the location for boons.

    Augury:Chosen card type:Spell
    1)Henchman
    2)Sacred handle(Item)
    3)Mad Phrophet(Barrier)

    Location is shuffled, i didn't find the card i was looking for.

    To cycle my hand further, i use my second cure on myself.

    1d4+1 Cards to reload: 1d4 + 1 ⇒ (1) + 1 = 2(Botg 1 and 3)

    Reload Pile:
    Cure
    Cure 2
    Augury

    Divine 8 to recharge cure : 1d10 + 3 ⇒ (4) + 3 = 7
    Divine 8 to recharge cure 2: 1d10 + 3 ⇒ (9) + 3 = 12
    Divine 8 to recharge Augury : 1d10 + 3 ⇒ (4) + 3 = 7

    EOT: Reset hand

    "

    Zarlova wrote:

    Hand: The Demon's Lantern

    , Blessing of the Gods 2, Blessing of the Gods 1, Blessing of the Gods 3, Wooden Armor, Blessing of the Gods 5,
    Displayed:
    Deck: 6 Discard: 2 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: I have two cures, don't be shy in asking for them. Feel free to use my blessing

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Intelligence + 2
    Knowledge: Intelligence + 2
    Divine: Wisdom + 3

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    [/i]
    POWERS:
    When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top (☐ or bottom) card of your deck; if it is a spell (☐ or a blessing), you may add it to your hand.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (6)
    Notes for Koren: Must succeed at a Wis 4 check or suffer scourge [i]Dazed
    . Discarded top card of deck to add 1d6 to Radovan's check.

    Varian - Shop 1-12 remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain
    Koren,Radovan - Storehouse 4-7 remain
    Plaza 1-10 remain
    Tavern 1-10 remain
    Zarlova, Zadim - Office 1-3 remain
    Abandoned Shacks 1-9 remain


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Zarlova, Koren, Zadim, Radovan, Varian
    Out of turn updates : None
    Turn: Turn 7 – Blessings Deck Card 1 Koren/MauveAvengr

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

    Hour Power: No effect

    SOT: N/a
    Give card: N/a
    Move: Stay at #3: the Storehouse

    Explore 1: Studded Leather Armor

    Studded Leather Armor:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

    Fortitude 4: 1d6 + 2 ⇒ (2) + 2 = 4

    Acquired. Will display. Will discard Blessing of the Samurai to explore again.

    Explore 2: Pit Trap

    Pit Trap:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Will ask Zarlova for a blessing.

    Wisdom 8: 2d10 ⇒ (4, 10) = 14

    Defeated. I may explore. I chose to.

    Explore 3: Accursed Priest

    Accursed Priest:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Fight with naginata. Does melee+2d8 and remove any d8 after roll. Banner is still active (I believe) so add 1 to result.

    Combat 11+2=13: 1d8 + 2 + 2d8 + 1 ⇒ (7) + 2 + (5, 5) + 1 = 20 -> Remove lowest d8, remove 5 -> Result 14

    Radovan has to bury a blessing as Koren has no blessings available.

    EOT: Reset hand

    Koren wrote:

    Hand: Mace, Portable Ram, Naginata, Heavy Wooden Shield, Chain Mail, Sanctuary,

    Displayed: Banner, Studded Leather Armor (acq),
    Deck: 6 Discard: 3 Buried: 0
    Current Location: Storehouse
    Hero Points: 0
    NOTES:
    Available Support: Discard top card of deck to add 1d6 to local check; Sanctuary free; Recharge armor can reduce 2 damage (local only)
    Movement: Move me where ever Radovan is
    Other: Feel free to use armor to reduce damage by 2

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor | Heavy Armor | Weapon
    POWERS:
    When another character at your location is dealt damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☐+1) to any check by another character at your location. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (6)
    Notes for Radovan: Bury a blessing
    Shop 1-12 remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain
    Koren,Radovan - Storehouse 4 remain
    Plaza 1-10 remain
    Varian - Tavern 1-7 remain
    Zarlova, Zadim - Office 1-4 remain // ?=Henchman; ?=Sacred handle; ?=Mad Prophet
    Abandoned Shacks 1-9 remain
    Base // Cressida Kroft


    STR d8 (Melee +2) | DEX d8 (Acrobatics +2, Stealth +2) | CON d8 | INT d8 (Craft +1) | WIS d6 | CHA d4 Zadim Deck Handler

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova
    Out of turn updates: Healed 3 cards.
    Turn: Turn 8 – Blessing 2/Sarenrae’s Light. When this is the hour: When you heal, you may heal an additional card.
    SOT: nil
    Give card: nil
    Move: stay at The Office

    Explore 1: The location has been shuffled, so I’ll roll 1d4 to determine which card to encounter.
    Random location card: 1d4 ⇒ 3 The Mad Prophet!

    The Mad Prophet:

    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Int, Perception 6 or Cha, Diplomacy 8 to defeat. I’ll go with an Int check, blessed by my friend Zarlova.
    Int 6: 2d8 ⇒ (6, 8) = 14
    Excellent! I’ve defeated the Mad Prophet in a battle of theology. And so I draw the blessing Sarenrae’s Light.

    I will discard Sarenrae’s Light to explore.
    Explore 2: Roll to determine which of the 3 remaining cards to encounter.
    Random location card: 1d3 ⇒ 2 Sacred Candle. I just want to fight a henchman and close the location.
    I’d like to get this Item 1, but Wisdom is only a d6. I’ll take 0 and fail.

    I will recharge Blood Periapt to examine the next card in the deck.
    Random location card: 1d2 ⇒ 2
    Spell: Fool’s Gold! There you go, Zarlova. That's the top card now.

    EOT Reset hand.

    Zadim wrote:

    Hand: Rapier, Light Crossbow, Archer's Kite Shield, Blowgun, Stalking Armor,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Office
    Hero Points: 0
    Dice Re-Roll Used for CotCT-1B?: N
    NOTES:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Craft: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors and Weapons
    POWERS:
    • You may recharge a card to examine the top card of your location deck.
    • You may recharge a card to add your Intelligence skill (☐+2) to your check that invokes the Poison (☐ or Acid or Undead) trait.
    • You may recharge a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (6)
    Notes for Zarlova: Koren used a blessing. Zadim used a blessing.
    Notes for Radovan: Bury a blessing
    Additional Info 1: Banner active

    Shop 1-12 remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain
    Koren,Radovan - Storehouse 4 remain
    Plaza 1-10 remain
    Varian - Tavern 1-7 remain
    Zarlova, Zadim - Office 4,1 remain // 4=Fool's Gold, 1=Henchman
    Abandoned Shacks 1-9 remain
    Base // Cressida Kroft


    Radovan's Deck Handler

    During Koren's turn: Bury Blessing of the Elements for Accursed Priest encounter

    Start of turn: The hour of Incitation
    When this is the hour: No effect.
    Move to Plaza

    Searching through the goods in storage, Radovan has become more and more convinced this is one of Lamm's storehouse. He opens a back door to see if there are any guards posted and walks out into a plaza.

    Free explore of card #1:
    Aid (Spell 0). It's a boon so draw another one from the vault per location power: Revitalize (Spell 0). Encounter Aid.

    Aid:
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Wisdom 6: 1d6 ⇒ 6 That was unexpected! Acquired and displayed next to Quang.
    Discard Alaeron to explore card #2:
    Magic Chain Mail (Armor 1) or Spike Half-plate (Armor 1)
    Encounter MCM

    Magic Chain Mail:

    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Fortitude 7: 1d8 + 2 ⇒ (8) + 2 = 10 acquired
    Display armor.

    Radovan doesn't find any guards but he does find a few more crates of goods against the outside wall. He helps himself to a particularly valuable looking scroll and dons a chain shirt for the inevitable response to him helping himself. A white dog runs in the open door and he heads back inside the storehouse after it.

    Discard Appleslayer to move and examine top card of Storehouse and optionally explore:

    Armored Coat:

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

    Encounter armor and auto-acquire with Fortitude 1d8+2
    Display armor
    Discard hand to close location (Rochin, Red Leathers, The Rabbit Prince)
    Draw 2 items and banish 1: Crowbar (Item 0) and Plague Mask (Item 0), banish Plague Mask.
    Location closed, move to Plaza.

    Koren calls to Radovan that they've found all they can and there's no sign of Vancaskerkin. The two head out the back door into the plaza.

    Reset hand and end turn

    Radovan wrote:

    Hand: Kama, Amadi, Blessing of the Quartermaster 1, Blessing of the Quartermaster 2, Crowbar (acquired),

    Displayed: Magic Chain Mail (acquired), Armored Coat (acquired),
    Deck: 4 Discard: 7 Buried: 3
    Current Location: Storehouse
    Hero Points: 0
    Dice Re-Roll Used for 1-B?: N
    NOTES:
    Available Support: Blessings available if they recharge.
    Movement: Move me to Abandoned Shacks if my location closes.
    Current Devil Form(s) Displayed:
    Norge:
    Quang: Aid (s0)

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Acrobatics: Dexterity +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form ([ X ] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you ( or to a character at your location) by 1.


    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (6)
    Notes for Zarlova: Koren used a blessing. Zadim used a blessing.
    Additional Info 1: Banner active

    Shop 1-12 remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain

    Koren,Radovan - Plaza 3-10 remain
    Varian - Tavern 1-7 remain
    Zarlova, Zadim - Office 4,1 remain // 4=Fool's Gold, 1=Henchman
    Abandoned Shacks 1-9 remain
    Base // Cressida Kroft


    Start of turn, I'll draw 1 card (Spellbook) and recharge Unerring Weapon.

    Varian looks across the bar at the assortment of humans and other creatures hanging out in the small Korvosan Tavern. He sees a small scrap of paper sticking out from under the bar, and reaches down to it.

    Arcane 4: 1d12 + 2 ⇒ (3) + 2 = 5 Acquired.

    Turns out, it's a spell scroll! Useful, of course.

    Varian's new Burglar friend decides to put his craft to the test, and sneaks into the back room. He returns with a large cat, despite the strangeness of such a sight.
    I'll recharge my Spellbook for the Urban location.
    Wisdom 6: 1d6 + 1d4 ⇒ (2) + (3) = 5 Boo. Unfortunately, the Snow Leopard is not interested in anything Varian is offering it, and stalks out of the Tavern, hissing at Radovan on its way out.

    Varian stands up and looks around on his own. BotSpellbound for one more explore. A Flame Staff!

    He picks up a small staff, identical to one of his own. Arcane 4: 1d12 + 2 ⇒ (4) + 2 = 6 He hangs it on his belt next to the other one.

    End of turn, I'll recharge Force Missile and draw up.

    "

    Varian wrote:

    Hand: Steal Book, Sage's Journal (Core), Flame Staff (Core), Flame Staff (Core) 2, Acid Burst, Arnisant,

    Displayed: Radovan,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 1/1
    Shirt reroll: NOT USED
    NOTES:
    Other: If you run into a spell or Book item, I'd love to steal it!

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon or Spell Cohort: Radovan
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Arcane Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell ([ ] or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 ([ ] +1).
    [X] At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.

    If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.

    Additional Rules: Once the villain Verik Vancaskerkin is shuffled into the Shop, the Thug Henchmen become Closure Henchmen. (This has now happened.)

    Henchman (Thug):

    CotCT Story Bane 0
    Traits: Fighter Human
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Story Bane (Evidence):

    CotCT Story Bane 1
    Traits: Task Trigger
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova

    Danger:

    Rioting Mob:

    Story Bane
    Traits:
    Skirmish
    Veteran

    To Defeat:
    Charisma
    Diplomacy 6+#

    If undefeated, each character summons and encounters the story bane Thug.

    Scenario Level (#): 1

    Turn: 11, Zarlova/Sonor

    Random Cards:

    Monsters
    Spoiler:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

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

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

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

    Spoiler:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Barriers
    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    Imps and House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

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

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

    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Weapons
    Spoiler:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Elven Curve Blade
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Flaming Shortbow
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bow
    Fire
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 9
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

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

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


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

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

    Spoiler:
    Locate Object
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Armors
    Spoiler:
    Klar
    CotCT
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

    Spoiler:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


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

    Spoiler:
    War Drum
    CotCT
    Item 0
    Traits:
    Instrument To Acquire:
    Constitution
    Charisma 4
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

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

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

    Spoiler:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Spoiler:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Trigger To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Spoiler:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Blessings
    Spoiler:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

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

    Spoiler:
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed. To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

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

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

    Hour Power: You may avenge by discarding a card.

    Top of Blessing Discard Pile:

    Calistria's Sting:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Remaining: 19

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Zadim/ajpopp
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Varian/cartmanbeck
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Zarlova/Sonor
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2. To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Zadim/ajpopp
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Radovan/WilderRedbeard
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Varian/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Zarlova/Sonor
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Zadim/ajpopp
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Radovan/WilderRedbeard
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Varian/cartmanbeck
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Zarlova/Sonor
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Zadim/ajpopp
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Varian/cartmanbeck
    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: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 3
    Located/Displayed Here: None

    Shop Card 1:
    Verik Vancaskerkin
    CotCT
    Story Bane 1
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 16
    OR Charisma
    Diplomacy 11
    Before acting, suffer 1d4 Ranged Combat damage.
    Shop Card 2:
    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.
    Shop Card 3:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Shop Card 4:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Shop Card 5:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Shop Card 6:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Shop Card 7:
    Evidence
    CotCT
    Story Bane 1
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Wisdom
    Knowledge
    Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.
    Shop Card 8:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
    Shop Card 9:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Shop Card 10:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Shop Card 11:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Shop Card 12:
    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 #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Priest of Abadar
    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.
    Slaughterhouse Card 2:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Slaughterhouse Card 3:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Slaughterhouse Card 4:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Slaughterhouse Card 5:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Slaughterhouse Card 6:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Slaughterhouse Card 7:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Slaughterhouse Card 8:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 9:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Slaughterhouse Card 10:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: 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: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Koren/MauveAvengr, Radovan/WilderRedbeard, None
    Plaza Card 1:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Plaza Card 2:
    Henchman Proxy A7
    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.
    Plaza Card 3:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Plaza Card 4:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Plaza Card 5:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Plaza Card 6:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Plaza Card 7:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.
    Plaza Card 8:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Varian/cartmanbeck, None
    Tavern Card 1:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Tavern Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 3:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Tavern Card 4:
    Elixir of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zarlova/Sonor, Zadim/ajpopp, Fool's Gold,
    Henchman (Thug)
    Office Card 1 (Fool's Gold):
    Fool's Gold
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.

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

    Office Card 2 (Henchman Proxy A6):
    Henchman Proxy A6
    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 #7: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abandoned Shacks Card 1:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
    Abandoned Shacks Card 2:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Abandoned Shacks Card 3:
    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.
    Abandoned Shacks Card 4:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Abandoned Shacks Card 5:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.
    Abandoned Shacks Card 6:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Abandoned Shacks Card 7:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.
    Abandoned Shacks Card 8:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Abandoned Shacks Card 9:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Cressida Kroft:

    CotCT Supporter 0
    Traits: Human Soldier
    Display. While displayed: * You may bury to draw a new weapon or armor. You may bury to draw a new Attack spell or Healing spell. "It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now."

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.


    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova
    Out of Turn Updates: None
    Turn: Turn 11 - Calistria's Sting

    Discover 1

    Fool's Gold:

    Fool's Gold
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

    I use one blessing for this check.
    DC 7 Divine to acquire: 2d10 + 3 ⇒ (7, 4) + 3 = 14

    Discover 1

    Thug:

    CotCT Story Bane 0
    Traits: Fighter Human
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check.
    If you fail the check, suffer 1d4 Combat damage.

    BYA:
    DC 4 Charisma: 1d6 ⇒ 1
    Combat dmg to suffer: 1d4 ⇒ 2

    I banish my wooden armor to reduce this to 0

    DC 7 Charisma to defeat, using fool's gold,and my last blessing: 2d6 + 1d10 ⇒ (2, 4) + (1) = 7

    Whew, barely got it:S

    Now, let's try to close

    DC 5 Charisma: 1d6 ⇒ 1

    EOT: RECOVERY and reset hand

    DC 9 Divine: 1d10 + 3 ⇒ (5) + 3 = 8

    "

    Zarlova wrote:

    Hand: The Demon's Lantern

    , Fireblade, Standard Bearer, Blessing of the Gods 4, Holy Water, Inflict,
    Displayed:
    Deck: 1 Discard: 7 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: I have two cures, don't be shy in asking for them. Feel free to use my blessing

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Intelligence + 2
    Knowledge: Intelligence + 2
    Divine: Wisdom + 3

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    [i][/i]
    POWERS:
    When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top (☐ or bottom) card of your deck; if it is a spell (☐ or a blessing), you may add it to your hand.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (11)
    Notes for Zarlova: [/ooc]
    Additional Info 1: [ooc]Banner active

    Shop 1-12 remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain

    Koren,Radovan - Plaza 1-8 remain
    Varian - Tavern 1-4 remain
    Zadim,Zarlova - Office
    Abandoned Shacks 1-9 remain
    Base // Cressida Kroft


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Zarlova, Koren, Zadim, Radovan, Varian
    Out of turn updates : None
    Turn: Turn 12 – Blessings Deck Card 1 Koren/MauveAvengr

    The Snakebite:
    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.

    Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    SOT: N/a
    Give card: N/a
    Move: Stay at #4, the Plaza

    Explore 1: Wounded Wanderer

    Wounded Wanderer:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Divine 8: 1d8 + 3 ⇒ (2) + 3 = 5

    Failed. Banner gets recharged since I failed a check against a bane. Plaza is shuffled.

    EOT: Reset hand

    Koren wrote:

    Hand: Naginata, Sanctuary, Blessing of the Samurai 2, Chain Mail, Portable Ram,

    Displayed: Studded Leather Armor (acq),
    Deck: 6 Discard: 5 Buried: 0
    Current Location: Plaza
    Hero Points: 0
    NOTES:
    Available Support: Discard top card of deck to add 1d6 to local check; Sanctuary free; Portable Ram vs. local Lock/Obstacle/Trap barriers; Recharge armor can reduce 2 damage (local only)
    Movement: Move me where ever Radovan is
    Other: Feel free to use armor to reduce damage by 2

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor | Heavy Armor | Weapon
    POWERS:
    When another character at your location is dealt damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☐+1) to any check by another character at your location. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (11)

    Shop 1-12 remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain

    Koren,Radovan - Plaza 1-8 remain // ?=Wounded Wanderer
    Varian - Tavern 1-4 remain
    Zadim,Zarlova - Office
    Abandoned Shacks 1-9 remain
    Base // Cressida Kroft


    STR d8 (Melee +2) | DEX d8 (Acrobatics +2, Stealth +2) | CON d8 | INT d8 (Craft +1) | WIS d6 | CHA d4 Zadim Deck Handler

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova
    Out of turn updates: Healed 3 cards.
    Turn: Turn 13 – Blessing 2/The Forge. When this is the hour: On your check, add 1 for each type of boon played.
    SOT: nil
    Give card: nil
    Move: move to #7, Abandoned Shacks. At this location: Characters may not play allies.

    Explore 1: Dogslicer. Str, Acro, Melee 7 to acquire.
    Melee 7: 1d8 + 2 ⇒ (1) + 2 = 3
    I didn’t want this junky goblin weapon anyway.

    Recharge Blowgun to examine next card.
    Rat Swarm. Not a trigger.

    EOT Reset hand.

    Zadim wrote:

    Hand: Rapier, Light Crossbow, Archer's Kite Shield, The Cricket, Stalking Armor,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Abandoned Shacks
    Hero Points: 0
    Dice Re-Roll Used for CotCT-1B?: N
    NOTES:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Craft: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors and Weapons
    POWERS:
    • You may recharge a card to examine the top card of your location deck.
    • You may recharge a card to add your Intelligence skill (☐+2) to your check that invokes the Poison (☐ or Acid or Undead) trait.
    • You may recharge a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (11)

    Shop 1-12 remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain
    Koren,Radovan - Plaza 1-8 remain // ?=Wounded Wanderer
    Varian - Tavern 1-4 remain
    Zarlova - Office
    Zadim - Abandoned Shacks 2-9 remain // 2=Rat Swarm
    Base // Cressida Kroft

    Grand Lodge

    During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.

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

    When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

    During This Scenario: After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.

    If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.

    Additional Rules: Once the villain Verik Vancaskerkin is shuffled into the Shop, the Thug Henchmen become Closure Henchmen. (This has now happened.)

    Henchman (Thug):

    CotCT Story Bane 0
    Traits: Fighter Human
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Story Bane (Evidence):

    CotCT Story Bane 1
    Traits: Task Trigger
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova

    Danger:

    Rioting Mob:

    Story Bane
    Traits:
    Skirmish
    Veteran

    To Defeat:
    Charisma
    Diplomacy 6+#

    If undefeated, each character summons and encounters the story bane Thug.

    Scenario Level (#): 1

    Turn: 14, Radovan/WilderRedbeard

    Random Cards:

    Monsters
    Spoiler:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Spoiler:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

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

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Barriers
    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Spoiler:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Weapons
    Spoiler:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Spoiler:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Spoiler:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Sanctuary
    CotCT
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.


    Spoiler:
    Force Missile
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Force
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

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

    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

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

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Slick Leather
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * On your check to move, add 1d10.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

    Spoiler:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.


    Spoiler:
    War Drum
    CotCT
    Item 0
    Traits:
    Instrument To Acquire:
    Constitution
    Charisma 4
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Spoiler:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Allies
    Spoiler:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

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

    Spoiler:
    Teamster
    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.

    Spoiler:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Spoiler:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Blessings
    Spoiler:
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

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

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

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

    Spoiler:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 16

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Varian/cartmanbeck
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Zarlova/Sonor
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2. To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Zadim/ajpopp
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Radovan/WilderRedbeard
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Varian/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Zarlova/Sonor
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Zadim/ajpopp
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Radovan/WilderRedbeard
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Varian/cartmanbeck
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Zarlova/Sonor
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers. To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Koren/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Zadim/ajpopp
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Radovan/WilderRedbeard
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Varian/cartmanbeck
    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: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 3
    Located/Displayed Here: None

    Shop Card 1:
    Verik Vancaskerkin
    CotCT
    Story Bane 1
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 16
    OR Charisma
    Diplomacy 11
    Before acting, suffer 1d4 Ranged Combat damage.
    Shop Card 2:
    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.
    Shop Card 3:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Shop Card 4:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Shop Card 5:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Shop Card 6:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Shop Card 7:
    Evidence
    CotCT
    Story Bane 1
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Wisdom
    Knowledge
    Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.
    Shop Card 8:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
    Shop Card 9:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Shop Card 10:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Shop Card 11:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Shop Card 12:
    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 #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Priest of Abadar
    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.
    Slaughterhouse Card 2:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Slaughterhouse Card 3:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Slaughterhouse Card 4:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Slaughterhouse Card 5:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Slaughterhouse Card 6:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Slaughterhouse Card 7:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Slaughterhouse Card 8:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 9:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Slaughterhouse Card 10:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: 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: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Koren/MauveAvengr, Radovan/WilderRedbeard, None
    Plaza Card 1:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Plaza Card 2:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Plaza Card 3:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Plaza Card 4:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Plaza Card 5:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.
    Plaza Card 6:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Plaza Card 7:
    Henchman Proxy A7
    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.
    Plaza Card 8:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Varian/cartmanbeck, None
    Tavern Card 1:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Tavern Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 3:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Tavern Card 4:
    Elixir of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zarlova/Sonor,

    Location #7: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/ajpopp, None

    Abandoned Shacks Card 1 (Rat Swarm):
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Abandoned Shacks Card 2:
    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.
    Abandoned Shacks Card 3:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Abandoned Shacks Card 4:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.
    Abandoned Shacks Card 5:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Abandoned Shacks Card 6:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.
    Abandoned Shacks Card 7:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Abandoned Shacks Card 8:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Cressida Kroft:

    CotCT Supporter 0
    Traits: Human Soldier
    Display. While displayed: * You may bury to draw a new weapon or armor. You may bury to draw a new Attack spell or Healing spell. "It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now."

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.


    Turn Order: Koren, Zadim, Radovan, Varian, Zarlova
    Out of Turn Updates: None
    Turn: Turn 11 - Calistria's Sting

    Trying to close office using my botg

    DC 5 Charisma to close location: 2d6 ⇒ (1, 2) = 3

    Rolled a one and a two again...

    EOT: Reset hand.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (11)

    Shop 1-12 remain // ?= Verik Vancaskerkin
    Slaughterhouse 1-10 remain

    Koren,Radovan - Plaza 1-8 remain // ?=Wounded Wanderer
    Varian - Tavern 1-4 remain
    Zarlova - Office
    Zadim - Abandoned Shacks 2-9 remain // 2=Rat Swarm
    Base // Cressida Kroft


    Radovan's Deck Handler

    As per Discord discussion, the turn above was out of order and will be replayed later.

    Sands of the Hour
    When this is the hour: No effect.
    Reveal Amadi to examine top card of deck: Thieves' Tools - leave on top of deck

    Free explore of card #1:

    Brawl:

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

    Koren also needs to summon and encounter this barrier
    Reveal Crowbar to add 1d8
    Strength 4+1=5: 2d8 ⇒ (5, 4) = 9 defeated and banished

    Discard Amadi to explore card #2:

    Bound Imp:

    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.
    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Recharge Blessing of the Quartermaster to add a die
    Wisdom 6: 2d6 ⇒ (5, 3) = 8 acquired
    Reset hand and end turn.

    Radovan wrote:

    Hand: Kama, Thieves' Tools, Blessing of the Quartermaster 1, Bound Imp (acquired), Crowbar (acquired),

    Displayed: Magic Chain Mail (acquired), Armored Coat (acquired),
    Deck: 4 Discard: 8 Buried: 3
    Current Location: Storehouse
    Hero Points: 0
    Dice Re-Roll Used for 1-B?: N
    NOTES:
    Available Support: Blessings available if they recharge.
    Movement: Move me to Abandoned Shacks if my location closes.
    Current Devil Form(s) Displayed:
    Norge:
    Quang: Aid (s0)

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Acrobatics: Dexterity +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form ([ X ] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you ( or to a character at your location) by 1.


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Out of Turn: Koren has to summon and encounter Brawl.

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

    Melee 4+1=5: 1d8 + 2 ⇒ (6) + 2 = 8

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