[ACG] [CAG] Curse of the Crimson Throne by Maelwys

Game Master Maelwys0


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Turn 8, under the Sands of Hourglass, These are the Days of our Lives
Move to Library

Seeing that things are going well so far, Kyra decides to head towards the library to see if there are any holy books that she can save from the consuming fires.

Free Exploration - Library #1: Remove Disease
Add 1d6 for location text
Check to Acquire - Divine 8: 1d10 + 6 + 1d6 ⇒ (3) + 6 + (4) = 13 - Acquired

As she arrives, she quickly spots a holy treatise on healing. She snatches it from the shelves, and slips it into her pack where it will be safe.

Discard Blessing of Qi Zhong to heal 1: (The Wanderer (Harrow)), shuffle deck, then explore - Library #2: Cape of Escape
Check to Acquire - Stealth 8: 1d4 ⇒ 4 - Banished

Then from across the room she spots a magical cape hanging on a hook near where the fires are. She runs over to it, but a flaming beam falls down in front of her, cutting off her access. She's forced to stand and watch as the cape is burned up.

End of turn, recharge Remove Disease to heal 1: (The Wanderer (Seelah's)). Deck shuffled.
Examine the top 1d4 ⇒ 1 cards of location 1d3 ⇒ 3 - Blood Pool
Pool #7: Guardian Zombie - Recharged
Draw 4 to reset my hand.

Kyra, Dawnseeker wrote:

Hand: Glorious Warhammer, Djinni Quarterstaff, Electrified Web, Holy Javelin, Restorative Touch, Fire Snake, Wand of Detect Magic,

Displayed: Gray Maiden Plate,
Deck: 13 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use a Blessing if you need it. (Or use TWO if you really need them... as long as one is Dawnflower or Runewell)
Movement: Stick with the group
Other: Shirt Reroll not yet used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Runewell's Echo, Priest of Pharasma, Droogami, Deathgrip (Core), The Wanderer (Harrow), Blessing of the Spellbound (2), Blessing of the Dawnflower, The Wanderer (Seelah's), Holy Water (Core), Desna's Freedom, Acolyte (Core), Remove Disease, Blessing of the Spellbound
Recharged:
Discard Pile: Blessing of the Qi Zhong,
Buried Pile:

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
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon) add 1d4 (☐ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☐ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.

If Quinn joins me in the Library at the start of his turn, I'll cast Restorative Touch on him before he explores.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: At the end of your turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.

Additional Rules: Proxy A (closing henchman):

Red Mantis Assassin:

Story Bane
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

Danger:

Inferno:

Story Bane
Traits:
Fire
Obstacle

To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 5+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

Scenario Level (#): 3

Turn: 9, Quinn/Mhuirich

Random Cards:

Monsters
Spoiler:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.

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

Spoiler:
Wood Golem
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

Spoiler:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.

Spoiler:
Dire Lion
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

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

Spoiler:
Ambush
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.

Spoiler:
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:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

Spoiler:
Locked Door
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.

Weapons
Spoiler:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; 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:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

Spoiler:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

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:
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:
Full Pouch
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


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

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


Spoiler:
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:
Enervation
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.

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


Armors
Spoiler:
Magic Klar
CotCT
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

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:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

Spoiler:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

Spoiler:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

Items
Spoiler:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.


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:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.

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

Spoiler:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

Allies
Spoiler:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


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

Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

Spoiler:
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.

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:
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 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:
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:
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 Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

Hour Power: When you would recharge a Magic boon, discard it instead.

Current Hour:

The Lost:
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.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 1 Seelah/KeithRichmond
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 2 Merisiel/sirrogue:
Spoiler:
Hourglass Card 2 Merisiel/sirrogue
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Hourglass Card 3 Kyra/Maelwys:
Spoiler:
Hourglass Card 3 Kyra/Maelwys
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 4 Quinn/Mhuirich:
Spoiler:
Hourglass Card 4 Quinn/Mhuirich
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.
Hourglass Card 5 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 5 Seelah/KeithRichmond
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.
Hourglass Card 6 Merisiel/sirrogue:
Spoiler:
Hourglass Card 6 Merisiel/sirrogue
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 7 Kyra/Maelwys:
Spoiler:
Hourglass Card 7 Kyra/Maelwys
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.
Hourglass Card 8 Quinn/Mhuirich:
Spoiler:
Hourglass Card 8 Quinn/Mhuirich
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 9 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 9 Seelah/KeithRichmond
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.
Hourglass Card 10 Merisiel/sirrogue:
Spoiler:
Hourglass Card 10 Merisiel/sirrogue
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 11 Kyra/Maelwys:
Spoiler:
Hourglass Card 11 Kyra/Maelwys
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.
Hourglass Card 12 Quinn/Mhuirich:
Spoiler:
Hourglass Card 12 Quinn/Mhuirich
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.
Hourglass Card 13 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 13 Seelah/KeithRichmond
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 14 Merisiel/sirrogue:
Spoiler:
Hourglass Card 14 Merisiel/sirrogue
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.
Hourglass Card 15 Kyra/Maelwys:
Spoiler:
Hourglass Card 15 Kyra/Maelwys
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.
Hourglass Card 16 Quinn/Mhuirich:
Spoiler:
Hourglass Card 16 Quinn/Mhuirich
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 17 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 17 Seelah/KeithRichmond
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.
Hourglass Card 18 Merisiel/sirrogue:
Spoiler:
Hourglass Card 18 Merisiel/sirrogue
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.
Hourglass Card 19 Kyra/Maelwys:
Spoiler:
Hourglass Card 19 Kyra/Maelwys
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 20 Quinn/Mhuirich:
Spoiler:
Hourglass Card 20 Quinn/Mhuirich
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Hourglass Card 21 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 21 Seelah/KeithRichmond
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.

Location #0: 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.
For your exploration, 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 ?: 7
Located/Displayed Here: None

Base Card 1:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 2:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 3:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Base Card 4:
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 5:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 6:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 7:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.

Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Quinn/Mhuirich, None
Bank Of Abadar Card 1:
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.
Bank Of Abadar Card 2:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Bank Of Abadar Card 3:
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Bank Of Abadar Card 4:
Sonic Blast
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

Bank Of Abadar Card 5:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Bank Of Abadar Card 6:
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.
Bank Of Abadar Card 7 (Henchman Proxy A6):
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
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: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kyra/Maelwys, None
Library Card 1:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Library Card 2:
Enchant Weapon
Core
Spell 0
Traits:
Arcane
Magic
Veteran
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.
Library Card 3:
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Library Card 4:
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Library Card 5:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Library Card 6:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Library Card 7:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Library Card 8 (Ratling):
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.

Location #6: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seelah/KeithRichmond, Merisiel/sirrogue, None
Blood Pool Card 1 (Henchman Proxy A1):
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Blood Pool Card 2 (Strangler):
Strangler
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Blood Pool Card 3 (Spectre):
Spectre
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Blood Pool Card 4 (Guardian Zombie):
Guardian Zombie
CotCT
Monster 2
Traits:
Undead
Zombie
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.


STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

Turn Order: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys
Out of Turn Updates: None
Turn: Turn 9 - 0 / The Lost - When you would recharge a Magic boon, discard it instead.

At: #1: Bank Of Abadar
SOT: Examine location: Clockwork Servant
Give: No
Move: #2: Library

Quinn hears Kyra in the Library and decides that he could use a pick-up.

Kyra casts Restorative Touch.
Heal: 1d4 + 1 ⇒ (2) + 1 = 3
Quinn is healed for 3: (The Foreign Trader, Elixir of Focus, Priest of Abadar). Deck shuffled.

Feeling much better, he checks the stacks for more interesting texts, only to surprise another assassin, with torch lit. "Not this time, cretin!"

Explore: 1/Henchman Proxy A5: Red Mantis Assassin, Story Bane (Monster) 3, Combat 10+##:

Story Bane
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

Perception 7: 1d8 + 2 ⇒ (4) + 2 = 6
Difficulty increase: 1d6 ⇒ 5
Combat 21, Rapier; reload Investigator's Lamp; recharge Flensing Jelly, Snakebite, Starknife; Banner of Kings: 1d10 + 3 + 1d8 + 1d6 + 2d10 + 1d4 + 1 ⇒ (2) + 3 + (3) + (3) + (3, 2) + (1) + 1 = 18

Caught slightly off guard, Quinn pulls out all the stops... and his opponent smiles, seemingly untouched...

You've gotta be kidding me hero point reroll: 1d10 + 3 + 1d8 + 1d6 + 2d10 + 1d4 + 1 ⇒ (1) + 3 + (1) + (5) + (7, 9) + (2) + 1 = 29

...only to collapse in a heap a moment later. "Damn straight," Quinn mutters. "Ok, Kyra, I think we're done here."

Knowledge 8: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (2) = 15 - Success

Location closed, end turn. Examine: 1d4 ⇒ 4 cards of location: 1d2 ⇒ 1

Clockwork Servant - Banished
Horn of Blasting - Banished
Summoning Trap - Recharged
Sonic Blast - Banished

Quinn emerges from the Library, only to see the Bank erupt in flames...

Summary
Location = #1: Bank Of Abadar
Banished = 1/Clockwork Servant, 2/Horn of Blasting, 4/Sonic Blast
Recharged = 3/Summoning Trap

Location = #2:Library
Banished = 1/Henchman Proxy A5

Other = Hero point used

Quinn wrote:

Hand: Rapier, Investigator's Lamp, The Inquisitor, Horn of Blasting, Ruan Mirukova, Priest of Abadar,

Displayed: Armored Coat, Banner of the Ancient Kings,
Deck: 8 Discard: 2 Buried: 1
Hero Points: 2
Harrow: The Foreign Trader
NOTES:
Available Support: Blessing available.
Movement: Move with party if location closes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dagger, The Foreign Trader, Smoke Bomb, Elixir of Focus, Elixir of Love
Recharged: Flensing Jelly, The Snakebite, Starknife,
Discard Pile: The Locksmith, Zellara's Harrow Deck,
Buried Pile: Harrow Deck,

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

Favored Card: Item
Hand Size: 6 ☐ 7
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
Amin Jalento: ☑ You may bury to draw 2 new items, then banish 1 of them.
Ishani Dhatri: ☑ You may bury to draw a new blessing.
Vencarlo Orisini: ☑ On any combat check, you may bury to reroll.


Seelah's blessed by Zon-Kuthon. Yay.

Time to close a Blood Pool, regardless of the cost. Just to be safe, Seelah hands a Cure scroll to someone else (Kyra if she came here after Library closed).

Red Mantis Assassin:

Story Bane
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

Seelah charges another Red Mantis Assassin, protected by Iomedae.

Divine 7: 1d8 + 2 + 1d4 + 1d8 ⇒ (1) + 2 + (1) + (3) = 7

Ruan sings a battle chant for Seelah.
Combat 16: 1d10 + 2 + 1d8 + 1 + 1d4 + 1d4 + 1 + 1 + 1d4 ⇒ (2) + 2 + (7) + 1 + (1) + (1) + 1 + 1 + (1) = 17

Seelah buries her shield and the sands of the hour to close the Blood Pool. She heals 2 cards (1 for Ruan, 1 for location).

She'll head to the Bank, as the last place left to work on.

Anyone who wants to be safe from Inferno should head to the Base, then come to the Bank on their turn. Or work on the Base, cause we have tons of time.

Fire rages at the Bank! Cards: 1d4 ⇒ 1Ambrosia cracks open and boils away. Alas.

Seelah wrote:

Hand: Prayer, Orison, Paladin's Helm, Lady Despair,

Displayed: Half-plate, Banner of the Ancient Kings,
Deck: 4 Discard: 6 Buried: 3
Hero Points: 3
Available Support: Add d4 to all local checks, unless you want to fail.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Benefaction, Cruel Longsword, Gray Maiden Plate, Priest of Pharasma
Recharged:
Discard Pile: The Snakebite, Glorious Warhammer, Tangleburn Bag, Noble, Flaming Mace, Acolyte,
Buried Pile: Commune , Covering Heavy Shield, Sands of the Hour,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +0

Favored Card: Armor or Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (□ 1d6) and the Magic trait. (■ If you would discard an armor or a blessing for this power, you may recharge it instead.) (■ You may also do so if you would discard a spell for this power.)

Cure handed off to a local character, possibly Kyra. Used Quinn's Ruan. Blood Pool closed. Bank #1 banished.


Turn 9, now is the hour of The Uprising.
While this is the hour:
Your non-combat check against a bane is blessed. .

The party converges on the Bank of Abadar as the last threat. Merisiel hands Kyra the scroll of Volcanic Storm before venturing into the lobby and running into a painfully Card 6: Ingratiating Minion.

Check is blessed due to hour power, plus 1d4 from Seelah.

Ingratiating Minion CtD Cha 7: 2d6 + 1d4 ⇒ (6, 4) + (3) = 13 Success! If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

Merisiel is able to mask her disgust with the sycophant long enough for him to tell her that the Card 7: Red Mantis Assassin is lurking in the side office. Merisiel draws her blades and readies for battle.

BA check is blessed due to hour power, plus 1d4 from Seelah.

Red Mantis Assassin BA Wis 6: 2d8 + 1d4 ⇒ (5, 5) + (3) = 13 Success!

Reveal then discard x2Chicken saber for extra 1d6, reload starknife 1d4, recharge a card (materialize) to add 1d6 (power), plus 1d4 from Seelah.

Red Mantis Assassin CtD Combat 14: 1d12 + 4 + 1d8 + 1 + 1d6 + 1d4 + 1d6 + 1d4 ⇒ (7) + 4 + (4) + 1 + (2) + (4) + (5) + (3) = 30 Success!

Merisiel enters the side office to aggressively stop the assassin from hassling the bank staff. She gets a bit too aggressive and rather than being grateful for the save, the staff gets fussy about who is going to clean up all this assassin off their furniture. Sadly, Merisiel is out of resources to placate them, and will have to wait for backup to lock down this location.

Merisiel wrote:

Hand: Gem of Physical Prowess, Studded Leather Armor, Cloak of Daggers, Blessing of Kofusachi, Starknife,

Displayed:
Deck: 11 Discard: 7 Buried: 1
Hero Points: 3
NOTES:
Available Support: Materialize! I can let you evade a bane and face it myself!
Movement: Move me to the Base if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-3A HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Thieves' Tools, Snakebite Dagger, Compass
Recharged: The Joke (Harrow), Blessing of the Quartermaster, The Demon's Lantern, Marked Cards, Silver Balladeer, Humanbane Rapier, Starknife, Materialize,
Discard Pile: Quartermaster, Shy Ratani, Hellknight of the Nail, Wayfinder, Blessing of Wadjet, Double Chicken Saber +1, Blessing of Wadjet,
Buried Pile: Helm of the Valkyrie,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2 (4)
Disable: Dexterity +2 (4)
Stealth: Dexterity +2 (4)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.

UPKEEP:
Bank of Abadar Card 6 BANISHED.
Bank of Abadar Card 7 BANISHED.


Botting for Supporters
Kyra passes
Quinn explores base, finds Amin, draws 2 Items, and keeps: Liquid Courage (AD2)
Seelah explores base, finds Cressida, draws a Weapon: Seeking Longbow (AD3)
Merisial explores base, finds nobody intestesting (draws Keppira)
Kyra passes
Quinn explores base, finds Ishani, draws a Blessing: The Brass Dwarf (AD1)
That's all the drawing supporters, Kyra closes the Bank on her next turn.

Development
His academy burned and his home ransacked, Vencarlo Orisini is nowhere to be found. The Red Mantis assassins — masked destroyers in service of the insect god Achaekek - have kidnapped the great sword master. The red-shrouded mantises do not speak, so they cannot tell you where Orisini has been sequestered.

However, as the old proverb says, send an assassin to do a thief’s job and your hands will bear only blood. The Red Mantis may have taken Orisini, but they were no good at learning his secrets. Behind a painting by the artist Salvator Scream, you made a stunning discovery: a chest containing the gear of the legendary hero Blackjack! The name of Blackjack alone is enough to strike fear into the hearts of evildoers. The costume should be enough to stop those hearts cold.

Since Orisini cannot wear his cape and cowl, it falls to another. Someone must take up the mantle of Blackjack. That someone is you.

Reward
Each character may add the Blackjack: Hero of Korvosa role to their deck box. Each time they gain a power feat that appears only on their role, they also gain a power feat on their Blackjack role. Each time they gain a power feat on their role that also appears on their character card, they also gain that feat on their character card. At the start of each scenario in this Adventure Path, 1 character may replace their role with the Blackjack role and shuffle the Loot item Blackjack’s Gear and the Loot weapons Blackjack’s Daggers and Blackjack’s Rapier from the vault into their deck.


Scenario 3B: The Emperor of Old Korvosa

An open-air balcony’s brightly colored canvas roof extends up over the area like a halfdome, decorated with scenes of gruesome debauchery. On the balcony is a poor man’s version of the Crimson Throne, a high-backed thing of blood-red cushions, silks, and spikes. By the throne stands a towering guillotine of wood and bone, its glittering blade housed in a leering demonic maw.

This is a place where blood is spilled, and the crowd of Old Korvosa has come to see it done.

“Where is Salvator Scream?” says a woman from the crowd of spectators. An elf with a bright smile, the woman looks to you with an acknowledgement of friendship, though you have never known her or this Scream person.

From the throne comes a bold command.

“You dare?” says the old man in the disheveled cape and crown. “You come before the Emperor of Old Korvosa and make demands? Tell me, Jabbyr, does anyone do that?”

A hooded gnome giggles from his position by the famed guillotine known as the Tall Knife. “Nope,” he says. “Nope, nope, nope.”

“Salvator Scream, the most talented artist in all of Korvosa, is a guest of the crown,” the Emperor proclaims. “Only those who win my game may catch a glimpse of his grandeur. Those who lose are fed to the Tall Knife.”

“Then we’ll win your game!” says the elf, patently including you in a bargain you had no intention of sealing. “What game are we playing?”

“BLOOD PIG!” shouts the crowd as one. You look on in horror as squealing piglets are placed in cages on the arena floor, near pits containing ravenous wolverines.

“The rules of Blood Pig are as follows!” shouts the gnome. “Pig goes in hole, one point. All pigs in holes, most points wins.”

That’s... not right.

“Blood Pig! Blood Pig! Blood Pig!” chants the crowd. You look into the piglets’ eyes and realize you both just got dealt a very bad hand.

“Oink?” asks one.

Sorry, piggie. It’s a beautiful day for a blood sport.

Danger: Thug
Villain: None
Henchmen: None
Setup: When preparing the story banes, display the non-closing henchman Blood Pig Bout next to the scenario. Shuffle a Proxy B (Squealing Pig) into each location.
During This Scenario At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the empreror pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
To win, defeat and corner Pilts Swastel.
Harrowing:

Quinn/Mhuirich - The Wanderer:

CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead.

Seelah/KeithRichmond - The Foreign Trader:

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

Merisiel/sirrogue - 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.

Kyra/Maelwys - 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.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

Additional Rules:

Blood Pig Bout:

CotCT Story Bane 3
Traits: Animal Skirmish
To Defeat: Combat 17 OR Acrobatics Fortitude Melee Survival 7
Before acting, if you banish the ally Pig, this barrier is defeated. If undefeated, suffer 1d4 Combat damage then discard an ally. If defeated, draw the top card of your location; if it is a bane, banish it.

Danger:

Thug:

Story Bane
Traits:
Fighter
Human

To Defeat:
Combat 10+##OR
Charisma
Diplomacy 7+#

Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

Location #0: 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.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: 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 #3: 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 #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None


Kyra trades in her Holy Water for a new Wand of Flying, to give her a better overview of the field and let her get more quickly to where she might be needed.

Then she packs up her gear and heads out towards the Plaza to see what pigs she can wrastle.

Kyra, Dawnseeker wrote:

Hand: Electrified Web, Restorative Touch, Fire Snake, Gray Maiden Plate, Priest of Pharasma, Runewell's Echo, Blessing of the Qi Zhong, The Rakshasa (Harrow),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use a Blessing if you need it. (Or use TWO if you really need them... as long as one is Dawnflower or Runewell)
Movement: Stick with the group
Other: 3B - Shirt Reroll not yet used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Desna's Freedom, Blessing of the Dawnflower, Deathgrip (Core), Glorious Warhammer, Wand of Detect Magic, Wand of Flying, Djinni Quarterstaff, Blessing of the Spellbound (2), Blessing of the Spellbound, Acolyte (Core), Holy Javelin
Recharged:
Discard Pile:
Buried Pile:

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
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon) add 1d4 (☐ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☐ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.


[s]Merisiel[s/] Catjack will also head to the Plaza to try and be a more active member of the party...and to go "shopping." :D

Merisiel wrote:

Hand: Humanbane Rapier, Materialize, Blessing of Kofusachi, The Demon's Lantern, Cloak of Daggers, The Joke (Harrow),

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Materialize! I can let you evade a bane and face it myself!
Movement: Move me to the Base if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-3A HAS NOT been used.

Deck, Discard, Buried:

Reloaded: Cerulean Mastermind,
Middle of Deck (Unknown Order): Compass, Starknife, Double Chicken Saber +1, Silver Balladeer, Studded Leather Armor, Shy Ratani, Blackjack's Daggers, Snakebite Dagger, Blessing of the Quartermaster, Blackjack's Rapier, Blessing of Wadjet, Blackjack's Gear, Compass
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2 (4)
Disable: Dexterity +2 (4)
Stealth: Dexterity +2 (4)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
☐ When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

Quinn joins the party in the Plaza, looking up at this "Emperor" in horror. "Ignorant savage..." he mutters, gripping his rapier tightly.

Quinn wrote:

Hand: Armored Coat, Horn of Blasting, Rapier, Zellara's Harrow Deck, Harrow Deck, The Locksmith, The Wanderer,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Harrow: The Wanderer
NOTES:
Available Support: Blessing available.
Movement: Move with party if location closes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shock Kukri, Investigator's Lamp, Priest of Abadar, Ruan Mirukova, The Inquisitor, Starknife, Smoke Bomb, Elixir of Love , Flensing Jelly, The Snakebite, Elixir of Focus
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Item
Role: Epicurean
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier (☐ or story bane), you may bury an item to add your Perception. (☐ If the character fails and the buried item was Alchemical, you may put it in your recovery pile.)
At the end (☑ or start) of your turn, you may examine the top card of your location. (☐ Then you may reveal an Alchemical boon to shuffle it.)

☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☐ When another local character would banish an Alchemical item for its power, you may recharge (☐ or reveal) an Alchemical boon to put the other character's item in your recovery pile instead.
☐ You are proficient with Arcane and Divine. When rebuilding, you may treat spells as items.
Amin Jalento: ☑ You may bury to draw 2 new items, then banish 1 of them.
Ishani Dhatri: ☑ You may bury to draw a new blessing.
Vencarlo Orisini: ☑ On any combat check, you may bury to reroll.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

Additional Rules:

Blood Pig Bout:

CotCT Story Bane 3
Traits: Animal Skirmish
To Defeat: Combat 17 OR Acrobatics Fortitude Melee Survival 7
Before acting, if you banish the ally Pig, this barrier is defeated. If undefeated, suffer 1d4 Combat damage then discard an ally. If defeated, draw the top card of your location; if it is a bane, banish it.

Danger:

Thug:

Story Bane
Traits:
Fighter
Human

To Defeat:
Combat 10+##OR
Charisma
Diplomacy 7+#

Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

Scenario Level (#): 3

Turn: 1, Quinn/Mhuirich

Random Cards:

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

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

Spoiler:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.

Spoiler:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.

Spoiler:
Spectre
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.

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

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

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

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

Spoiler:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

Weapons
Spoiler:
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Acidic Bolas
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. 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:
Flaming Shortbow
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

Spoiler:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Wall of Light
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

Spoiler:
Ice Strike
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 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:
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:
Divine Fortune
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.


Armors
Spoiler:
Gray Maiden Plate
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.

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:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.

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

Spoiler:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.


Spoiler:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

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

Spoiler:
Circlet of Mental Acuity
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

Allies
Spoiler:
Dream Spider
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

Spoiler:
Fortune-teller
CotCT
Ally 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.

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:
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:
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:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.

Spoiler:
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

Spoiler:
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.

Spoiler:
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: On your check against a spell, add 1d4.

Current Hour:

Nethys's Duality:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 1 Seelah/KeithRichmond
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.
Hourglass Card 2 Merisiel/sirrogue:
Spoiler:
Hourglass Card 2 Merisiel/sirrogue
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.
Hourglass Card 3 Kyra/Maelwys:
Spoiler:
Hourglass Card 3 Kyra/Maelwys
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.
Hourglass Card 4 Quinn/Mhuirich:
Spoiler:
Hourglass Card 4 Quinn/Mhuirich
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.
Hourglass Card 5 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 5 Seelah/KeithRichmond
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.
Hourglass Card 6 Merisiel/sirrogue:
Spoiler:
Hourglass Card 6 Merisiel/sirrogue
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 7 Kyra/Maelwys:
Spoiler:
Hourglass Card 7 Kyra/Maelwys
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.
Hourglass Card 8 Quinn/Mhuirich:
Spoiler:
Hourglass Card 8 Quinn/Mhuirich
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 9 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 9 Seelah/KeithRichmond
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.
Hourglass Card 10 Merisiel/sirrogue:
Spoiler:
Hourglass Card 10 Merisiel/sirrogue
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.
Hourglass Card 11 Kyra/Maelwys:
Spoiler:
Hourglass Card 11 Kyra/Maelwys
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.
Hourglass Card 12 Quinn/Mhuirich:
Spoiler:
Hourglass Card 12 Quinn/Mhuirich
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 13 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 13 Seelah/KeithRichmond
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 14 Merisiel/sirrogue:
Spoiler:
Hourglass Card 14 Merisiel/sirrogue
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.
Hourglass Card 15 Kyra/Maelwys:
Spoiler:
Hourglass Card 15 Kyra/Maelwys
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 16 Quinn/Mhuirich:
Spoiler:
Hourglass Card 16 Quinn/Mhuirich
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 17 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 17 Seelah/KeithRichmond
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.
Hourglass Card 18 Merisiel/sirrogue:
Spoiler:
Hourglass Card 18 Merisiel/sirrogue
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 19 Kyra/Maelwys:
Spoiler:
Hourglass Card 19 Kyra/Maelwys
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.
Hourglass Card 20 Quinn/Mhuirich:
Spoiler:
Hourglass Card 20 Quinn/Mhuirich
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.
Hourglass Card 21 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 21 Seelah/KeithRichmond
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 22 Merisiel/sirrogue:
Spoiler:
Hourglass Card 22 Merisiel/sirrogue
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 23 Kyra/Maelwys:
Spoiler:
Hourglass Card 23 Kyra/Maelwys
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 24 Quinn/Mhuirich:
Spoiler:
Hourglass Card 24 Quinn/Mhuirich
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 25 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 25 Seelah/KeithRichmond
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.
Hourglass Card 26 Merisiel/sirrogue:
Spoiler:
Hourglass Card 26 Merisiel/sirrogue
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 27 Kyra/Maelwys:
Spoiler:
Hourglass Card 27 Kyra/Maelwys
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 28 Quinn/Mhuirich:
Spoiler:
Hourglass Card 28 Quinn/Mhuirich
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.
Hourglass Card 29 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 29 Seelah/KeithRichmond
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Location #0: 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.
For your exploration, 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 ?: 7
Located/Displayed Here: None

Base Card 1:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 2:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 3:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 4:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 5:
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 6:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 7:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Pits Card 2:
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.
Pits Card 3:
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.

Pits Card 4:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 5:
Tangleburn Bag
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Pits Card 6:
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.
Pits Card 7:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Pits Card 8:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Pits Card 9:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Pits Card 10:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

Location #2: 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: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, None
Plaza Card 1:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Plaza Card 2:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
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.
Plaza Card 3:
Bastion Boots
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Plaza Card 4:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Plaza Card 5:
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.
Plaza Card 6:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Plaza Card 7:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Plaza Card 8:
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.
Plaza Card 9:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Plaza Card 10:
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.

Location #3: 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:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Abandoned Shacks Card 2:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Abandoned Shacks Card 3:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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.
Abandoned Shacks Card 4:
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.
Abandoned Shacks Card 5:
Metal Cobra
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Abandoned Shacks 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.
Abandoned Shacks Card 7:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 8:
Imprisonment
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Abandoned Shacks Card 9:
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.
Abandoned Shacks Card 10:
Vampiric Mist
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.

Location #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Tenement Card 1:
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.
Tenement Card 2:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Tenement Card 3:
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Tenement Card 4:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Tenement Card 5:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Tenement Card 6:
Gentleman Explorer
CotCT
Ally 1
Traits:
Human
Aristocrat
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.
Tenement Card 7:
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.
Tenement Card 8:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Tenement Card 9:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Tenement Card 10:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Den Of Iniquity Card 1:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity 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.
Den Of Iniquity Card 3:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Den Of Iniquity Card 4:
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.
Den Of Iniquity Card 5:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Den Of Iniquity Card 6:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Den Of Iniquity Card 7:
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.

Den Of Iniquity Card 8:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Den Of Iniquity Card 9:
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.
Den Of Iniquity Card 10:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.


Seelah wrote:

Hand: Cure, Cruel Longsword, Half-plate, Banner of the Ancient Kings,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Add d6 to all local checks, unless you want to fail.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Lucky Drunk, The Wanderer, Acolyte, Glorious Warhammer, Priest of Pharasma, Covering Heavy Shield, Commune , Gray Maiden Plate, Orison, Prayer, Sands of the Hour, Flaming Mace, Paladin's Helm
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +0

Favored Card: Armor or Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (■ 1d6) and the Magic trait. (■ If you would discard an armor or a blessing for this power, you may recharge it instead.) (■ You may also do so if you would discard a spell for this power.)


STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

Turn Order: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys
Out of Turn Updates: None
Turn: Turn 1 - 0 / Nethys's Duality: On your check against a spell, add 1d4.

At: #2: Plaza
Start of Turn:
Pigs move to: 1d5 ⇒ 3 - Abandoned Shacks
Examine location: 1/Henchman Proxy B5 (Squealing Pig). Display Armored Coat.
Give: No
Move: #3: Abandoned Shacks

Encounter Blood Pig Bout.
Combat 17, Rapier, recharge Harrow Deck (Knowledge +1), bless with the Wanderer: 1d10 + 3 + 1 + 1d8 + 2d10 ⇒ (9) + 3 + 1 + (6) + (10, 9) = 38

For Harrow, recharge Zellara's Harrow Deck and draw Investigator's Lamp. For Blood Pig, examine Abandoned Shacks: 1/Thunderstorm, which is banished.

Explore: 2/Flaming Mace, Weapon 2, Str/Mel 10:

Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

Auto fail. Recharge Investigator's Lamp to examine Abandoned Shacks: 3/Voidglass Armor, 4/Boots of Friendly Terrain, 5/Metal Cobra. Reload (from top) Cobra, Armor, Boots. End turn.

Summary
Location: #3: Abandoned Shacks
Banished: 1/Thunderstorm, 2/Flaming Mace

Quinn wrote:

Hand: Elixir of Focus, Horn of Blasting, Rapier, Priest of Abadar, Shock Kukri, The Locksmith,

Displayed: Armored Coat,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 2
Harrow: The Wanderer
NOTES:
Available Support: Blessing available.
Movement: Move toward Seelah if location closes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Snakebite, Flensing Jelly, Ruan Mirukova, Smoke Bomb, Starknife, The Inquisitor, Elixir of Love
Recharged: Harrow Deck, Zellara's Harrow Deck, Investigator's Lamp,
Discard Pile: The Wanderer,
Buried Pile:

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

Favored Card: Item
Role: Epicurean
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier (☐ or story bane), you may bury an item to add your Perception. (☐ If the character fails and the buried item was Alchemical, you may put it in your recovery pile.)
At the end (☑ or start) of your turn, you may examine the top card of your location. (☐ Then you may reveal an Alchemical boon to shuffle it.)

☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☐ When another local character would banish an Alchemical item for its power, you may recharge (☐ or reveal) an Alchemical boon to put the other character's item in your recovery pile instead.
☐ You are proficient with Arcane and Divine. When rebuilding, you may treat spells as items.
Amin Jalento: ☑ You may bury to draw 2 new items, then banish 1 of them.
Ishani Dhatri: ☑ You may bury to draw a new blessing.
Vencarlo Orisini: ☑ On any combat check, you may bury to reroll.


Seelah's hour is the Forge, which is great.

Blood Pig scrimmage: 1d5 ⇒ 2 moves back to the Plaza.

Seelah hands off a Cure scroll to Kyra. "Hang onto this, please."
She then charges into the fray.

She reloads her Cruel Longsword and plants her Banner of the Ancient Kings. "Hands off this pig, you hooligans!"
Combat 17: 1d10 + 2 + 1d8 + 1 + 1d4 + 1 + 2 + 1d6 ⇒ (4) + 2 + (5) + 1 + (3) + 1 + 2 + (1) = 19

Seelah comes up holding onto the squealing pig (Henchman Proxy B5)! She charges further on into the Plaza, encountering a Shrieky Plant.

The Foreign Trader tries to explain what to do with the plant.
I'll recharge the pig and draw my sword.
Survival 6: 1d4 + 1d4 + 1 + 1d4 + 1d6 ⇒ (2) + (4) + 1 + (1) + (1) = 9

SJW (Seelah Justice Warrior)
Hand: Cruel Longsword, Paladin's Helm, Commune , Priest of Pharasma,
Displayed: Banner of the Ancient Kings, Half-Plate,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 3
Available Support: Add d6 to all local checks, unless you want to fail.
Add 1 to all combat checks.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Wanderer, Sands of the Hour, Glorious Warhammer, Gray Maiden Plate, Covering Heavy Shield, The Lucky Drunk, Orison, Flaming Mace
Recharged: Prayer, Squealy Pig,
Discard Pile: The Foreign Trader, Acolyte,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +0

Favored Card: Armor or Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (■ 1d6) and the Magic trait. (■ If you would discard an armor or a blessing for this power, you may recharge it instead.) (■ You may also do so if you would discard a spell for this power.)

Handed Cure to Kyra, acquired Plaza #1, banished Plaza #2


Turn 3, now is the hour of Iomedae's Justice.
While this is the hour:
On your check against an Outsider card, add 1d4..

At start of turn, reveal Cloak of Daggers to retrieve Blackjack's Daggers.

At the start of your turn, display Blood Pig Bout next to a random location. 1d5 ⇒ 2 Plaza.

At the end of your move step, if you are at Blood Pig Bout's location, encounter it.

Blood Pig Bout CtD Acrobatics 7: 1d12 + 4 ⇒ (10) + 4 = 14 Success!

Merisiel prepares to dash after a blood pig, but instead it dashes at her. She vaults over its charge, earning a cheer from the crowd at her acrobatics.

Looking out over the Plaza someone tosses a pair of Card 3: Bastion Boots at Merisiel, perhaps as a reward for her dexterity?

Bastion Boots CtA Acro 5: 1d12 + 4 ⇒ (10) + 4 = 14 Success! She snags them out of the air and slips them on, then whirls as the Cerulean Mastermind warns of a Card 4: Traitor attempting to sneak up on her. But you don't sneak a sneak.

Merisiel reveals Humanbane Rapier for combat, recharging a card to add 1d6 (will instead reload Blackjack's Daggers to pay the cost of recharging a card for one of my powers).

Traitor CtD Combat 15: 1d12 + 4 + 1d6 + 1 + 1d8 + 1d6 ⇒ (12) + 4 + (3) + 1 + (3) + (2) = 25 Success!

Merisiel kicks the traitor to the curb, then uses her compass to find her way to a Card 5: Keen Rapier.

Keen Rapier CtA Acro 9: 1d12 + 4 ⇒ (9) + 4 = 13 Success!

The elf scoops up the new rapier and immediately stashes (recharges) it and the boots in her bag and redraws Blackjack's Daggers and draws out her Double Chicken Saber as she plays her Harrow, The Joke to explore, finding a Card 6: Horn of Blasting. Reload BJ's Daggers to trigger 1d6 to Acq power.

Horn of Blasting CtA Con 7: 1d6 + 1d6 ⇒ (1) + (1) = 2 Failure!

Even with her keen ability to use new items, the elf cannot muster enough wind to sustain a steady tone on the horn. Must be broken, the thinks derisively and tosses it aside.

Merisiel wrote:

Hand: Humanbane Rapier, Materialize, Blackjack's Daggers, The Demon's Lantern, Double Chicken Saber +1,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 3
NOTES:
Available Support: Materialize! I can let you evade a bane and face it myself!

Movement: Move me to the Base if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-3B HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster, Blessing of Wadjet, Thieves' Tools, Gem of Physical Prowess, Starknife, Silver Balladeer, Blackjack's Rapier, Snakebite Dagger, Blackjack's Gear, Gem of Physical Prowess
Recharged: Bastion Boots, Keen Rapier,
Discard Pile: Cerulean Mastermind, Compass, The Joke (Harrow),
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2 (4)
Disable: Dexterity +2 (4)
Stealth: Dexterity +2 (4)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
☐ When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Plaza Card 3 ACQUIRED.
Plaza Card 4 BANISHED.
Plaza Card 5 ACQUIRED.
Plaza Card 6 BANISHED.


Turn 4, under the Orison
Bout Location: 1d5 ⇒ 1 - Pits
Display Gray Maiden Plate
Move to the Pits
Encounter Blood Pig Bout
Discard Runewell's Echo to bless.
Check to Defeat - Melee 7: 1d8 + 2 + 1d12 ⇒ (5) + 2 + (11) = 18 - Defeated, Pit #1 (Summoning Trap) drawn and banished.

Kyra notices a scuffle happening over by the entrance to the pits. Quickly donning her armor, she heads off that way, and manages to punch and kick her way to the center of the crowd. Unfortunately, it turns out they weren't fighting over a pig at all, just some random symbols on the ground. How odd...

Free Exploration - Pit #2: Seeking Shortbow
Check to Acquire - Dexterity 11: 1d4 ⇒ 3 - Failed, banished

As the crowd disperses, she looks around for anything that they might've dropped. She spots a shortbow in the dust, but unfortunately it's been stepped on in the skirmish, and is now useless to her.

Discard Priest of Pharasma to explore - Pit #3: Fool's Gold
Check to Acquire - Divine 7: 1d10 + 6 ⇒ (4) + 6 = 10 - Acquired

She does spot a nice spell however. Thinking that it might come in handy later for paying off some of these patrons to rig the game a bit, she covertly slips it into her pocket.

Discard The Rakshasa to recharge 2 cards (Fool's Gold, Cure) and draw 2 cards (Glorious Warhammer, Desna's Freedom), then explore - Pit #4: Slick Leather
Check to Acquire - Fortitude 7: 1d6 + 2 ⇒ (4) + 2 = 6 - Failed, banished.

Discard Blessing of Qi Zhong to heal 1 (The Rakshasa (Harrow)) and explore - Pit #5: Tangleburn Bag
Check to Acquire - Intelligence 10: 1d6 + 1d4 ⇒ (2) + (3) = 5 - Failed, banished.

A suit of leather armor and a bag of ... something that used to be alive, maybe? are both sitting in the dust as well. But both are too worn and useless to her, so she leaves them both there.

Discard Desna's Freedom to move back to Plaza and explore - Plaza #7: Restorative Touch or Wall of Light. Pick Restorative Touch and banish Wall of Light.
Check to Acquire - Divine 8: 1d10 + 6 ⇒ (8) + 6 = 14 - Acquired

Thinking that breaking up that skirmish has mostly been a bust for her, Kyra dejectedly heads back to the Plaza to rejoin the bulk of the group. On her way back however, she spots another scroll... this one a powerful curative magic. She happily grabs it, and rushes over to cast it on Merisiel, since she's looking a little the worse for wear under her new hood. Casting a spell on herself as well, to heal the wounds from the skirmish, Kyra stops for a moment to keep an eye out for anymore pigs...

Cast Restorative Touch on Merisiel, Healing: 1d4 + 1 ⇒ (1) + 1 = 2.
Cast Restorative Touch on Kyra, Healing: 1d4 + 1 ⇒ (2) + 1 = 3 (Runewell's Echo, Priest of Pharasma, Blessing of the Qi Zhong). Deck shuffled.
End of turn.
Check to Recover: Restorative Touch - Divine 10: 1d10 + 6 ⇒ (4) + 6 = 10 - Recharged
Check to Recover: Restorative Touch (2) - Divine 10: 1d10 + 6 ⇒ (4) + 6 = 10 - Recharged
Draw 4 to reset my hand.

Kyra, Dawnseeker wrote:

Hand: Glorious Warhammer, Electrified Web, Fire Snake, Wand of Detect Magic, Runewell's Echo, The Rakshasa (Harrow), Blessing of the Qi Zhong,

Displayed: Gray Maiden Plate,
Deck: 13 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Use a Blessing if you need it. (Or use TWO if you really need them... as long as one is Dawnflower or Runewell)
Movement: Stick with the group
Other: 3B - Shirt Reroll not yet used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Djinni Quarterstaff, Blessing of the Spellbound, Deathgrip (Core), Acolyte (Core), Priest of Pharasma, Fool's Gold, Blessing of the Dawnflower, Holy Javelin, Cure (Seelah's), Blessing of the Spellbound (2), Wand of Flying
Recharged: Restorative Touch, Restorative Touch (2),
Discard Pile: Desna's Freedom,
Buried Pile:

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
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon) add 1d4 (☐ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☐ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

Additional Rules:

Blood Pig Bout:

CotCT Story Bane 3
Traits: Animal Skirmish
To Defeat: Combat 17 OR Acrobatics Fortitude Melee Survival 7
Before acting, if you banish the ally Pig, this barrier is defeated. If undefeated, suffer 1d4 Combat damage then discard an ally. If defeated, draw the top card of your location; if it is a bane, banish it.

Danger:

Thug:

Story Bane
Traits:
Fighter
Human

To Defeat:
Combat 10+##OR
Charisma
Diplomacy 7+#

Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

Scenario Level (#): 3

Turn: 5, Quinn/Mhuirich

Random Cards:

Monsters
Spoiler:
Mammoth
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.

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

Spoiler:
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:
Wood Golem
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

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

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:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

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

Spoiler:
Ingratiating Minion
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

Spoiler:
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:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.

Spoiler:
Flaming Shortbow
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Venomous Hand Crossbow
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

Spells
Spoiler:
Unearthly Aim
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


Spoiler:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Spoiler:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.


Spoiler:
Sonic Blast
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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


Spoiler:
Heat Metal
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

Armors
Spoiler:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

Spoiler:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
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 Acrobatics modifier.

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:
Gray Maiden Plate
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

Spoiler:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

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:
Tangleburn Bag
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.

Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

Allies
Spoiler:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


Spoiler:
Sable Company Marine
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.

Spoiler:
Wolverine
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

Spoiler:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

Spoiler:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.

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

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

Spoiler:
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.

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.

Hour Power: No effect.

Current Hour:

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.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 1 Seelah/KeithRichmond
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.
Hourglass Card 2 Merisiel/sirrogue:
Spoiler:
Hourglass Card 2 Merisiel/sirrogue
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 3 Kyra/Maelwys:
Spoiler:
Hourglass Card 3 Kyra/Maelwys
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.
Hourglass Card 4 Quinn/Mhuirich:
Spoiler:
Hourglass Card 4 Quinn/Mhuirich
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 5 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 5 Seelah/KeithRichmond
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.
Hourglass Card 6 Merisiel/sirrogue:
Spoiler:
Hourglass Card 6 Merisiel/sirrogue
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.
Hourglass Card 7 Kyra/Maelwys:
Spoiler:
Hourglass Card 7 Kyra/Maelwys
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.
Hourglass Card 8 Quinn/Mhuirich:
Spoiler:
Hourglass Card 8 Quinn/Mhuirich
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 9 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 9 Seelah/KeithRichmond
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 10 Merisiel/sirrogue:
Spoiler:
Hourglass Card 10 Merisiel/sirrogue
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.
Hourglass Card 11 Kyra/Maelwys:
Spoiler:
Hourglass Card 11 Kyra/Maelwys
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 12 Quinn/Mhuirich:
Spoiler:
Hourglass Card 12 Quinn/Mhuirich
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 13 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 13 Seelah/KeithRichmond
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.
Hourglass Card 14 Merisiel/sirrogue:
Spoiler:
Hourglass Card 14 Merisiel/sirrogue
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 15 Kyra/Maelwys:
Spoiler:
Hourglass Card 15 Kyra/Maelwys
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.
Hourglass Card 16 Quinn/Mhuirich:
Spoiler:
Hourglass Card 16 Quinn/Mhuirich
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.
Hourglass Card 17 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 17 Seelah/KeithRichmond
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 18 Merisiel/sirrogue:
Spoiler:
Hourglass Card 18 Merisiel/sirrogue
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 19 Kyra/Maelwys:
Spoiler:
Hourglass Card 19 Kyra/Maelwys
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 20 Quinn/Mhuirich:
Spoiler:
Hourglass Card 20 Quinn/Mhuirich
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 21 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 21 Seelah/KeithRichmond
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.
Hourglass Card 22 Merisiel/sirrogue:
Spoiler:
Hourglass Card 22 Merisiel/sirrogue
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 23 Kyra/Maelwys:
Spoiler:
Hourglass Card 23 Kyra/Maelwys
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 24 Quinn/Mhuirich:
Spoiler:
Hourglass Card 24 Quinn/Mhuirich
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.
Hourglass Card 25 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 25 Seelah/KeithRichmond
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Location #0: 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.
For your exploration, 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 ?: 7
Located/Displayed Here: None

Base Card 1:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 2:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 3:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 4:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 5:
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 6:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 7:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
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.
Pits Card 2:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Pits Card 3:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Pits Card 4:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Pits Card 5:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

Location #2: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, None
Plaza Card 1:
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.
Plaza Card 2:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Plaza Card 3:
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.

Location #3: 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: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Quinn/Mhuirich, None
Abandoned Shacks Card 1:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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.
Abandoned Shacks Card 2:
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.
Abandoned Shacks Card 3:
Metal Cobra
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Abandoned Shacks Card 4:
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.
Abandoned Shacks Card 5:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 6:
Imprisonment
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Abandoned Shacks Card 7:
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.
Abandoned Shacks Card 8:
Vampiric Mist
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.

Location #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Tenement Card 1:
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.
Tenement Card 2:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Tenement Card 3:
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Tenement Card 4:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Tenement Card 5:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Tenement Card 6:
Gentleman Explorer
CotCT
Ally 1
Traits:
Human
Aristocrat
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.
Tenement Card 7:
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.
Tenement Card 8:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Tenement Card 9:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Tenement Card 10:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Den Of Iniquity Card 1:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity 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.
Den Of Iniquity Card 3:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Den Of Iniquity Card 4:
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.
Den Of Iniquity Card 5:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Den Of Iniquity Card 6:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Den Of Iniquity Card 7:
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.

Den Of Iniquity Card 8:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Den Of Iniquity Card 9:
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.
Den Of Iniquity Card 10:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.


STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

Turn Order: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys
Out of Turn Updates: None
Turn: Turn 5 - 0 / Orison: No effect.

At: #3: Abandoned Shacks
Start of Turn:

BLOOD PIG!: 1d5 ⇒ 4: Tenement

Examine location: 3/Metal Cobra (should already have been known)

Give: No
Move: #4: Tenement

The fracas migrates off to a nearby run-down (even more than the rest of Old Korvosa) apartment, and Quinn pursues a piglet in that direction.

Encounter Blood Pig Bout. Working on the belief the Combat check is only 12 per physical card (and wiki).
Combat 12, Shock Kukri, recharge Rapier (Knowledge +0): 1d10 + 3 + 2d6 ⇒ (4) + 3 + (2, 3) = 12

Draw and banish 1/Dissident Guard.

The piglet runs between the legs of one of the Emperor's guards; his body stiffens as Quinn applies a small electric shock.

Explore: 2/White War Paint, Item 2, Mel/Div 5:

CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Banish Elixir of Focus to add Intelligence. Melee 5: 1d4 + 1d10 + 1 ⇒ (4) + (9) + 1 = 14. Acquire and Display White War paint.

The fallen guard releases a small jar of paint; Quinn scoops it up and pauses to apply it below his eyes, standing out strikingly from his dark skin. "We did not choose this path, but we shall see it to the end."

Discard Priest of Abadar to explore: 3/Henchman Proxy B4 (Squealing Pig), drawn. Discard The Locksmith to explore.

Having caught the piggy in question, a local bishop hands it back to Quinn: "I know you'll keep her safe." Quinn nods and, feeling uplifted by the Abadaran's trust, turns to head back to the others...

Explore: 4/Infantry Devil, Monster 2, Com 14 OR Arc 9:

Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.

...only to find his way barred by a singularly out of place infernal minion.

Combat 14, Shock Kukri, reload Squealing Pig (Knowledge +0), discard Horn of Blasting: 1d10 + 3 + 2d6 + 2d4 ⇒ (6) + 3 + (6, 3) + (2, 4) = 24

The piglet jumps out of Quinn's hands, sinking it's teeth into the ear of the devil. A blast of his horn and a shocking jab later, Quinn retrieves the beast. "That will do, piggy."

End turn. Examine location: 5/Haughty Nobles. Elixir of Focus is automatically recharged.

Summary
Location: #4: Tenement
Banished: 1/Dissident Guard, 4/Infantry Devil
Acquired: 2/White War Paint, 3/Henchman Proxy B4
Examined: 5/Haughty Nobles

Other:Had forgotten to add in last turn's summary that #3: Abandoned Shacks (now) 1,2,3 had been examined, and re-ordered as 3/1/2.

Quinn wrote:

Hand: Shock Kukri, Henchman Proxy B4 (Squealing Pig), The Inquisitor, Smoke Bomb, Ruan Mirukova, Elixir of Love ,

Displayed: Armored Coat, White War Paint,
Deck: 8 Discard: 4 Buried: 0
Hero Points: 2
Harrow: The Wanderer
NOTES:
Available Support: Blessing available.
Movement: Move toward Seelah if location closes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flensing Jelly, The Snakebite, Starknife
Recharged: Harrow Deck, Zellara's Harrow Deck, Investigator's Lamp, Rapier, Elixir of Focus,
Discard Pile: The Wanderer, Priest of Abadar, The Locksmith, Horn of Blasting,
Buried Pile:

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

Favored Card: Item
Role: Epicurean
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier (☐ or story bane), you may bury an item to add your Perception. (☐ If the character fails and the buried item was Alchemical, you may put it in your recovery pile.)
At the end (☑ or start) of your turn, you may examine the top card of your location. (☐ Then you may reveal an Alchemical boon to shuffle it.)

☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☐ When another local character would banish an Alchemical item for its power, you may recharge (☐ or reveal) an Alchemical boon to put the other character's item in your recovery pile instead.
☐ You are proficient with Arcane and Divine. When rebuilding, you may treat spells as items.
Amin Jalento: ☑ You may bury to draw 2 new items, then banish 1 of them.
Ishani Dhatri: ☑ You may bury to draw a new blessing.
Vencarlo Orisini: ☑ On any combat check, you may bury to reroll.


The Trumpet sounds the hour and Blood Pig: 1d5 ⇒ 1 heads to the Pits!

Combat 12: 1d10 + 2 + 1d8 + 1 + 1d6 + 1 ⇒ (9) + 2 + (4) + 1 + (2) + 1 = 19

In the confusion of the bout, an acid-spraying skull tries to show up, but it's quickly snacked on by a dire wolverine lurking in the pit.

Seelah explores onwards and finds another Squealing Pig hiding from the insanity. She scoops this one up, too. Since the Wolverine seems to be busy with the skull, she takes the opportunity to sneak the pig to safety in the goal area.
Display Squealing Pig at Pits.

Seelah Communes to consider what to do next. The gods answer with an Incitation, which seems like encouragement, so Seelah continues to explore with the help of her Priest of Pharasma.

She finds a Smoke Slayer - thankfully the Trumpet helps.

Reload Longsword.
Combat 16: 1d10 + 2 + 1d8 + 1 + 1d4 + 1d6 + 1 ⇒ (3) + 2 + (6) + 1 + (2) + (5) + 1 = 20

Seelah Justice Warrior
Hand: Cruel Longsword, Paladin's Helm, Incitation, The Lucky Drunk,
Displayed: Banner of the Ancient Kings, Half-Plate, Squealing Pig B2,
Deck: 9 Discard: 3 Buried: 1
Hero Points: 3
Support: Add 1 to all combat checks. Add d6 to all local checks. Bless any check or double-bless a local check.
Location: Follow the group! Avoid the Base.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gray Maiden Plate, Sands of the Hour, Orison, Glorious Warhammer, Flaming Mace
Recharged: Prayer, Squealing Pig B5, The Wanderer, Covering Heavy Shield,
Discard Pile: The Foreign Trader, Acolyte, Priest of Pharasma,
Buried Pile: Commune ,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +0

Favored Card: Armor or Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (■ 1d6) and the Magic trait. (■ If you would discard an armor or a blessing for this power, you may recharge it instead.) (■ You may also do so if you would discard a spell for this power.)

Banished Pits #1,3. Displayed Pits #2.


Turn , now is the hour of The Paladin.
While this is the hour:
When another character avenges your encounter, heal 1d4 cards..

At the start of your turn, display Blood Pig Bout next to a random location. 1d5 ⇒ 1 Pits.

Move to Pits and dodge a pig.

IF YOU CAN DODGE A PIG, YOU CAN DODGE A BALL!

Blood Pig Bout CtD Acrobatics 7: 1d12 + 4 ⇒ (3) + 4 = 7 Success! If defeated, draw the top card of your location; if it is a bane, banish it. Card 4: Wayfinder added to hand.

Cartwheeling by a charging pig, Merisiel notes a fancy compass on the ground while she is upside down. Someone dropped it, now it's mine!

She tumbles upright and nearly collides with Card 5: Ausio Carowyn, who was watching the festivities. At a loss for words, the elf clutches her Demon's Lantern charm for moral support and reloads BJ's Daggers for Acquire power.

Ausio Carowyn CtA Cha Dex 7: 1d12 + 1d6 ⇒ (9) + (2) = 11 Success! Before Merisiel can say anything, Ausio lauds her with admiration for her dexterous display and follows her around the bout.

Using her new Wayfinder to find her way (ha) back to the Plaza, she hops atop a porch rail to scout the area and spots

Card 1: Magic Leather Armor
Card 2: Magistrate

Heading to the armorer, she has Ausio Carowyn lead the way, and he spots some Grounded Studded Leather on a rack behind the Magic Leather Armor (Plaza power), recharge Double Chicken Saber +1 to trigger Acquire power.

Grounded Studded Leather CtA Con 11: 2d6 ⇒ (5, 2) = 7 Failure!

Alas, the armor appears tailored for a dwarf and Merisiel cannot bear the extra weight of the heavy leather.

Merisiel wrote:

Hand: Humanbane Rapier, Materialize, Blackjack's Daggers, Silver Balladeer, Blessing of Wadjet,

Displayed:
Deck: 14 Discard: 5 Buried: 0
Hero Points: 3
NOTES:
Available Support: Materialize! I can let you evade a bane and face it myself!

Movement: Move me to the Base if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-3B HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Physical Prowess, Studded Leather Armor, Blessing of the Quartermaster, Starknife, Thieves' Tools, Blackjack's Rapier, Blackjack's Gear, Snakebite Dagger
Recharged: Bastion Boots, Keen Rapier, Wayfinder, Double Chicken Saber +1,
Discard Pile: Cerulean Mastermind, Compass, The Joke (Harrow), The Demon's Lantern, Ausio Carowyn,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2 (4)
Disable: Dexterity +2 (4)
Stealth: Dexterity +2 (4)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
☐ When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Pits Card 4 ACQUIRED.
Pits Card 5 ACQUIRED.
Plaza Card 1 BANISHED.
Plaza Card 2 KNOWN.


Turn 8, under Cayden Cailean's Revelry
On your check, you may discard a card to reroll 1 die showing 1 or 2.
Skirmish: 1d5 ⇒ 5 - Den Of Iniquity
Move to Den of Iniquity.
Encounter Blood Pig Bout, discard Runewell's Echo to bless.
Check to Defeat - Melee 7: 1d8 + 2 + 1d12 ⇒ (8) + 2 + (3) = 13 - Defeated. Den #1 (Squealing Pig) drawn to hand.

As Kyra gets ready to go after another pig, she hears the sounds of a party from a nearby hookah den. Or maybe a fight... hard to tell. She heads over there to investigate. Upon arriving, she finds that it's a bit of both. Some people had a little too much fun celebrating the festival of Cayden Cailean, and didn't take well to some players barging in chasing down an errant pig. She runs over to break up the fight, and somehow comes out of it at the end with the pigling in her hands. Calming the thing down, she tucks it into her pack with just the head sticking out, to keep her hands free and keep it safe.

Free Exploration - Den #2: Poison Gas
Banish Fire Snake to use Divine
Check to Defeat - Craft/Divine 9: 1d10 + 6 ⇒ (8) + 6 = 14 - Defeated.

After exerting herself in the lounge, Kyra finds that the buildup of fumes is getting to her. She quickly summons a snake of flames to dance through the air, burning off the excess fumes and clearing an area allowing her to breath better.

Discard Blessing of Qi Zhong to heal 1 (Desna's Freedom) and explore - Den #3: Boggard
Reveal Glorious Warhammer for combat. Banner of the Ancient Kings +1
Check to Defeat - Combat 10: 1d8 + 2 + 1d8 + 1 + 1 ⇒ (8) + 2 + (8) + 1 + 1 = 20 - Defeated.

One of the patrons doesn't take kindly to her cleansing of the air... apparently the frog creature prefers the dank musty air over the hot flames of her snake. It charges to attack her, but quickly pulling out her warhammer she quickly subdues the creature.

Discard The Rakshasa to explore, recharging Wand of Detect Magic and Squealing Pig to draw 2 (Priest of Pharasma, Djinni Quarterstaff) first - Den #4: Brawl
No other local characters.
Check to Defeat - Melee 7: 1d8 + 2 ⇒ (4) + 2 = 6 - Ouch. Suffer 4 Combat Damage for failing. Bury Gray Maiden Plate to prevent the damage.
Check to Recharge - Fortitude 6: 1d6 + 2 ⇒ (2) + 2 = 4 - Hour: Discard Quarterstaff to reroll the d6.
Check to Recharge - Fortitude 6: 1d6 + 2 ⇒ (4) + 2 = 6 - Gray Maiden Plate is recharged.

"BRAAAAAAWWWWWLLLL" she hears yelled out. Seeing her fighting the frog-thing has caused the fighting to start up anew. And this time, Kyra is caught right in the middle of it. Unable to quickly free herself, and with one hand busy trying to shelter the small pig in her pack, Kyra finds herself trampled slightly. Fortunately, her armor absorbs all of the damage, but it's a bit dented in the process. As the brawl finally dies down again, Kyra pulls herself off to one side to find somewhere to sit and recover.

End of turn, recharge Electrified Web to heal myself 1: (Blessing of the Qi Zhong). Deck shuffled.
Check to Recover: Fire Snake - Divine 8: 1d10 + 6 ⇒ (8) + 6 = 14 - Recharged
Draw 5 to reset my hand.

Kyra, Dawnseeker wrote:

Hand: Glorious Warhammer, Fool's Gold, Restorative Touch (2), Cure (Seelah's), Restorative Touch, Priest of Pharasma, Blessing of the Qi Zhong,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 2
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
ALLL THE HEALS - Help yourself
Movement: Stick with the group
Other: 3B - Shirt Reroll not yet used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wand of Detect Magic, Acolyte (Core), Wand of Flying, Blessing of the Dawnflower, Blessing of the Spellbound (2), Desna's Freedom, Blessing of the Spellbound, Holy Javelin, Gray Maiden Plate, Deathgrip (Core), Squealing Pig B3, Electrified Web
Recharged: Fire Snake,
Discard Pile: Runewell's Echo, The Rakshasa (Harrow), Djinni Quarterstaff,
Buried Pile:

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
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon) add 1d4 (☐ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☐ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

Additional Rules:

Blood Pig Bout:

CotCT Story Bane 3
Traits: Animal Skirmish
To Defeat: Combat 17 OR Acrobatics Fortitude Melee Survival 7
Before acting, if you banish the ally Pig, this barrier is defeated. If undefeated, suffer 1d4 Combat damage then discard an ally. If defeated, draw the top card of your location; if it is a bane, banish it.

Danger:

Thug:

Story Bane
Traits:
Fighter
Human

To Defeat:
Combat 10+##OR
Charisma
Diplomacy 7+#

Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

Scenario Level (#): 3

Turn: 9, Quinn/Mhuirich

Random Cards:

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

Spoiler:
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.

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:
Wood Golem
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

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

Barriers
Spoiler:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

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

Spoiler:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

Spoiler:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

Spoiler:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

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

Spoiler:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; 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:
Keen Starknife
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.

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.

Spells
Spoiler:
Dimensional Jump
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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


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.

Spoiler:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


Spoiler:
Chain Lightning
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.


Spoiler:
Heat Metal
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

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

Spoiler:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

Spoiler:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

Spoiler:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.

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.

Items
Spoiler:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

Spoiler:
Circlet of Mental Acuity
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

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

Spoiler:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

Spoiler:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

Allies
Spoiler:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

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

Spoiler:
Fortune-teller
CotCT
Ally 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.

Spoiler:
Eries Yelloweyes
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.

Spoiler:
Dream Spider
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

Blessings
Spoiler:
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.

Spoiler:
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Spoiler:
The 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 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:
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

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

Current Hour:

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

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 1 Seelah/KeithRichmond
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.
Hourglass Card 2 Merisiel/sirrogue:
Spoiler:
Hourglass Card 2 Merisiel/sirrogue
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.
Hourglass Card 3 Kyra/Maelwys:
Spoiler:
Hourglass Card 3 Kyra/Maelwys
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.
Hourglass Card 4 Quinn/Mhuirich:
Spoiler:
Hourglass Card 4 Quinn/Mhuirich
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 5 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 5 Seelah/KeithRichmond
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 6 Merisiel/sirrogue:
Spoiler:
Hourglass Card 6 Merisiel/sirrogue
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.
Hourglass Card 7 Kyra/Maelwys:
Spoiler:
Hourglass Card 7 Kyra/Maelwys
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 8 Quinn/Mhuirich:
Spoiler:
Hourglass Card 8 Quinn/Mhuirich
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 9 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 9 Seelah/KeithRichmond
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.
Hourglass Card 10 Merisiel/sirrogue:
Spoiler:
Hourglass Card 10 Merisiel/sirrogue
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 11 Kyra/Maelwys:
Spoiler:
Hourglass Card 11 Kyra/Maelwys
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.
Hourglass Card 12 Quinn/Mhuirich:
Spoiler:
Hourglass Card 12 Quinn/Mhuirich
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.
Hourglass Card 13 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 13 Seelah/KeithRichmond
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 14 Merisiel/sirrogue:
Spoiler:
Hourglass Card 14 Merisiel/sirrogue
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 15 Kyra/Maelwys:
Spoiler:
Hourglass Card 15 Kyra/Maelwys
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 16 Quinn/Mhuirich:
Spoiler:
Hourglass Card 16 Quinn/Mhuirich
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 17 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 17 Seelah/KeithRichmond
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.
Hourglass Card 18 Merisiel/sirrogue:
Spoiler:
Hourglass Card 18 Merisiel/sirrogue
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 19 Kyra/Maelwys:
Spoiler:
Hourglass Card 19 Kyra/Maelwys
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 20 Quinn/Mhuirich:
Spoiler:
Hourglass Card 20 Quinn/Mhuirich
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.
Hourglass Card 21 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 21 Seelah/KeithRichmond
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Location #0: 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.
For your exploration, 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 ?: 7
Located/Displayed Here: None

Base Card 1:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 2:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 3:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 4:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 5:
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 6:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 7:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seelah/KeithRichmond, 1 Little Piggy

Location #2: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/sirrogue, None

Plaza Card 1 (Magistrate):
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Plaza Card 2:
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.

Location #3: 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: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Abandoned Shacks Card 1 (Metal Cobra):
Metal Cobra
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Abandoned Shacks Card 2 (Voidglass Armor):
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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.
Abandoned Shacks Card 3 (Boots of Friendly Terrain):
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.
Abandoned Shacks Card 4:
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.
Abandoned Shacks Card 5:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 6:
Imprisonment
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Abandoned Shacks Card 7:
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.
Abandoned Shacks Card 8:
Vampiric Mist
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.

Location #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Quinn/Mhuirich, None
Tenement Card 1 (Haughty Nobles):
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Tenement Card 2:
Gentleman Explorer
CotCT
Ally 1
Traits:
Human
Aristocrat
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.
Tenement Card 3:
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.
Tenement Card 4:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Tenement Card 5:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Tenement Card 6:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Kyra/Maelwys, Brawl
Den Of Iniquity Card 1:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Den Of Iniquity Card 2:
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.
Den Of Iniquity Card 3:
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.
Den Of Iniquity Card 4:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Den Of Iniquity Card 5:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 6:
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.

Den Of Iniquity Card 7:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.


STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

Turn Order: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys
Out of Turn Updates: None
Turn: Turn 9 - 0 / Shelyn's Song - When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

At: #4: Tenement
SOT:

Pigs in a Lead Blanket: 1d5 ⇒ 1 - Pits

Give: No
Move: #2: Plaza

Quinn watches the pigs hid in a corner of the Pits; as there are no more threats there he joins Merisiel in the Plaza, where Card 1: Magistrate and random Ally: Academae Scholar are in heated debate. As is typical, Quinn finds the judges understanding of the law to be flawed, and dismisses him to discuss the matter with the scholar.

Explore: 1/Acadamae Scholar, Ally 3, Int/Arc 10 OR Cha/Dip 14:

Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

Diplomacy 14, Elixir of Love: 1d6 + 2 + 2d10 ⇒ (5) + 2 + (9, 6) = 22 - Success

The scholar, no doubt assisted by some expensive Varisian wine from a local vendor, sees the strength of Quinn's argument. As they part, he warns Quinn that it might not be best to plant is foot just there...

Discard Acadamae Scholar to explore.

Explore: 2/Razor Snare, Barrier 1, Dex/Acr/Dis/Sur 6:

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

Disable 6, recharge Ruan Mirukova: 1d10 + 1 + 1d4 ⇒ (8) + 1 + (2) = 11 Success

Heal Horn of Blasting.

Ruan assits in disabling the nasty trap, and Quinn feels better for having protected the populace once again. He turns to disperse the crowd.

Check to close Diplomacy 8, discard recharge The Inquisitor: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8

Plaza closed. End turn; move to the Den so that Kyra can heal. Recover Elixir of Love.

Summary
Location = #2: Plaza
Banished = 2/Razor Snare
Acquired = 1/Acadamae Scholar

Other = Plaza closed

Quinn wrote:

Hand: Shock Kukri, Smoke Bomb, Henchman Proxy B4 (Squealing Pig), Horn of Blasting, Harrow Deck, Elixir of Focus,

Displayed: Armored Coat, White War Paint,
Deck: 9 Discard: 4 Buried: 0
Hero Points: 2
Harrow: The Wanderer
NOTES:
Movement: Move with the party if the location closes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flensing Jelly, Investigator's Lamp, The Snakebite, Zellara's Harrow Deck, Ruan Mirukova, Rapier, Starknife
Recharged: The Inquisitor, Elixir of Love ,
Discard Pile: The Wanderer, Priest of Abadar, The Locksmith, Acadamae Scholar,
Buried Pile:

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

Favored Card: Item
Role: Epicurean
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier (☐ or story bane), you may bury an item to add your Perception. (☐ If the character fails and the buried item was Alchemical, you may put it in your recovery pile.)
At the end (☑ or start) of your turn, you may examine the top card of your location. (☐ Then you may reveal an Alchemical boon to shuffle it.)

☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☐ When another local character would banish an Alchemical item for its power, you may recharge (☐ or reveal) an Alchemical boon to put the other character's item in your recovery pile instead.
☐ You are proficient with Arcane and Divine. When rebuilding, you may treat spells as items.
Amin Jalento: ☑ You may bury to draw 2 new items, then banish 1 of them.
Ishani Dhatri: ☑ You may bury to draw a new blessing.
Vencarlo Orisini: ☑ On any combat check, you may bury to reroll.


The Hour is quite Sandy.

Blood Pig!: 1d5 ⇒ 3 moves to the Abandoned Shacks!

Seelah chases after it.

Combat 12: 1d10 + 2 + 1d8 + 1 + 1 + 1d6 ⇒ (4) + 2 + (1) + 1 + 1 + (3) = 12 (yay banner!)

A lurking metal cobra is trampled and shattered in the melee.

Seelah likes the look of the armor. She'll try to incite some success.
Fort 9: 1d8 + 1 + 1d8 + 1d6 ⇒ (3) + 1 + (2) + (5) = 11 Excellent. She'll try it on.

Then she'll let loose a little bit and see if Cayden Cailean helps her out.

Does she get lucky?: 1d5 ⇒ 1 Alas, no. Back to the Pits to hang out with the wolverines and make sure they don't eat any pigs, like the one squirming around in her backpack.

Seelah Justice Warrior
Hand: Cruel Longsword, Paladin's Helm, Sands of the Hour, Glorious Warhammer,
Displayed: Banner of the Ancient Kings, Half-Plate, Squealing Pig B2, Voidglass Armor,
Deck: 6 Discard: 6 Buried: 1
Hero Points: 3
Support: Add 1 to all combat checks. Add d6 to all local checks.
Location: Follow the group! Avoid the Base.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Orison
Recharged: Prayer, Squealing Pig B5, The Wanderer, Covering Heavy Shield, Gray Maiden Plate,
Discard Pile: The Foreign Trader, Acolyte, Priest of Pharasma, Incitation, The Lucky Drunk, Flaming Mace,
Buried Pile: Commune ,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +0

Favored Card: Armor or Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (■ 1d6) and the Magic trait. (■ If you would discard an armor or a blessing for this power, you may recharge it instead.) (■ You may also do so if you would discard a spell for this power.)

Banished Abandoned Shacks #1, Acquire #2.


"Turn 11, now is the hour of The Lost.
While this is the hour:
When you would recharge a Magic boon, discard it instead. .

At the start of your turn, display Blood Pig Bout next to a random location. 1d5 ⇒ 3 Abandoned Shacks. Merisiel chases her pig to the Shacks, then tumbles aside as it whirls and charges her.

Blood Pig Bout CtD Acrobatics 7: 1d12 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10 Success! If defeated, draw the top card of your location; if it is a bane, banish it.

The elf flips over the surging swine, hanging back as it runs off again, and snags a pair of Boots of Friendly Terrain from under a bench outside one shack.

She maybe shouldn't have, though, as an Card 4: Accursed Priest storms out of the shack and attacks! Hearing what these things do to divine trinkets, the rogue tucks her relic of Wadjet out of reach in favor of being more combat-ready.

Reveal Humanbane Rapier for combat, then reload for extra 1d4, reload BJ's Daggers for 1d4+1, recharge a card (Blessing of Wadjet) to add 1d6 to combat.

Accursed Priest CtD Combat 17: 1d12 + 4 + 1d6 + 1 + 1d4 + 1 + 1d4 ⇒ (9) + 4 + (5) + 1 + (4) + 1 + (1) = 25 Success! After acting, a local character buries a blessing. None! Suck it!

Merisiel unloads multiple blades into the monster. It collapses forward to desecrate her holy boons, but she has none visible. Ha!

The rogue turns to tell the Silver Balladeer to lead the way, but the gnome is distracted by the spooky structures around them. Merisiel settles for an early rest.

Merisiel wrote:

Hand: Humanbane Rapier, Materialize, Blackjack's Daggers, Silver Balladeer, Blessing of Wadjet,

Displayed:
Deck: 15 Discard: 5 Buried: 0
Hero Points: 3
NOTES:
Available Support: Materialize! I can let you evade a bane and face it myself!
BJ's Daggers: 1d4+1 to local combat, may evade after failure

Movement: Move me to the Base if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-3B HAS NOT been used.

Deck, Discard, Buried:

Reloaded: Snakebite Dagger, Blackjack's Rapier,
Middle of Deck (Unknown Order): Starknife, Gem of Physical Prowess, Cloak of Daggers, Cloak of Daggers, Blackjack's Gear, Thieves' Tools
Recharged: Bastion Boots, Keen Rapier, Wayfinder, Double Chicken Saber +1, Boots of Friendly Terrain,
Discard Pile: Cerulean Mastermind, Compass, The Joke (Harrow), The Demon's Lantern, Ausio Carowyn,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2 (4)
Disable: Dexterity +2 (4)
Stealth: Dexterity +2 (4)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
☐ When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Abandoned Shacks Card 3 ACQUIRED.
Abandoned Shacks Card 4 BANISHED.


Start of Seelah's turn, banish Restorative Touch to heal Quinn: 1d4 + 1 ⇒ (4) + 1 = 5 cards.
End of Seelah's Turn, Check to Recover: Restorative Touch - Divine 10: 1d10 + 6 ⇒ (6) + 6 = 12 - Recharged

Turn 12, under the Sands of Hour
Big Pout: 1d5 ⇒ 1 - Returns to the Pit, I'll ignore it.
Move to Abandoned Shack
Banish Restorative Touch to heal Seelah: 1d4 + 1 ⇒ (2) + 1 = 3 cards
Banish Cure to heal Merisiel: 1d4 + 1 ⇒ (2) + 1 = 3 cards

After giving a quick healing spell to Quinn, Kyra decides to head back to the Shack to see how the other two are doing. Noticing that they're a bit beat up she quickly heals both of them as well. Then she pokes around a bit, taking a break from the skirmish that she can hear happening out by the pits.

Free Exploration - Shacks #5: Squealing Pig B1
Acquired

Sure enough, she quickly finds another piggy here. She quickly puts it safely into her pack with the other one, when suddenly the referee comes barging into the shack, blowing a whistle. Wait, this game has a referee? "Carrying more than one pig at a time! That's a ten minute penalty!" And before Kyra can say anything else, she's dragged off to a penalty box and locked up.

Discard Blessing of Qi Zhong to heal 1 (The Rakshasa (Harrow)) and explore - Shacks #6: Imprisonment
Merisiel banishes Materialize to take this one. +1d4 Urban. +3 Materialize
Merisiel Check to Defeat - Disable 9: 1d12 + 4 + 1d4 + 3 ⇒ (5) + 4 + (3) + 3 = 15 - Auto-defeated
Merisiel summons Crow. +1d4 Urban.
Merisiel Check to Acquire - Wisdom 5: 1d8 + 1d4 ⇒ (8) + (1) = 9 - Acquired

Luckily, Merisiel saw everything that happened, and no sooner had the referee wandered off than she materialized next to Kyra like magic. Making quick work of the cheap lock on the penalty box door, she has Kyra out in no time. Then, turning to the other person in the box as well, Merisiel gestures to him to follow them as well. Kyra slips some gold over to help convince the scholar not to turn them in, and the three of them return to the shack together.

End of turn. Recharge Fool's Gold to heal myself 1. (Blessing of the Qi Zhong). Deck shuffled.
Check to Recover: Restorative Touch (2) - Divine 10: 1d10 + 6 ⇒ (8) + 6 = 14 - Recharged
Check to Recover: Cure (Seelah's) - Divine 8: 1d10 + 6 ⇒ (7) + 6 = 13 - Recharged
Draw 4 to reset my hand.

Kyra, Dawnseeker wrote:

Hand: Glorious Warhammer, Wand of Detect Magic, Holy Javelin, Deathgrip (Core), Squealing Pig B3, Priest of Pharasma, Squealing Pig B1,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Hero Points: 2
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Movement: Stick with the group
Other: 3B - Shirt Reroll not yet used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acolyte (Core), Restorative Touch, Fire Snake, Wand of Flying, The Rakshasa (Harrow), Electrified Web, Blessing of the Dawnflower, Desna's Freedom, Blessing of the Spellbound (2), Blessing of the Spellbound, Gray Maiden Plate
Recharged: Restorative Touch (2), Cure (Seelah's),
Discard Pile: Runewell's Echo, Djinni Quarterstaff, Blessing of the Qi Zhong, Fool's Gold,
Buried Pile:

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
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon) add 1d4 (☐ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☐ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.

Shack #5 acquired. Shack #6 defeated.
Quinn heals 5
Seelah heals 3
Merisiel heals 3, banishes Materialize and acquires Crow


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

Additional Rules:

Blood Pig Bout:

CotCT Story Bane 3
Traits: Animal Skirmish
To Defeat: Combat 17 OR Acrobatics Fortitude Melee Survival 7
Before acting, if you banish the ally Pig, this barrier is defeated. If undefeated, suffer 1d4 Combat damage then discard an ally. If defeated, draw the top card of your location; if it is a bane, banish it.

Danger:

Thug:

Story Bane
Traits:
Fighter
Human

To Defeat:
Combat 10+##OR
Charisma
Diplomacy 7+#

Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

Scenario Level (#): 3

Turn: 13, Quinn/Mhuirich

Random Cards:

Monsters
Spoiler:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

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 Lion
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

Spoiler:
Guardian Zombie
CotCT
Monster 2
Traits:
Undead
Zombie
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.

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

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:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.

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:
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:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

Weapons
Spoiler:
Venomous Hand Crossbow
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Flaming Shortbow
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
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.

Spells
Spoiler:
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.


Spoiler:
Deathgrip
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


Spoiler:
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

Spoiler:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Spoiler:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

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

Spoiler:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.

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

Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.

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.

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

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


Spoiler:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

Spoiler:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

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

Spoiler:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


Allies
Spoiler:
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:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

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:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Spoiler:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


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

Spoiler:
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.

Spoiler:
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:
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

Hour Power: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

Current Hour:

The Lady of Mysteries:
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 1 Seelah/KeithRichmond
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 2 Merisiel/sirrogue:
Spoiler:
Hourglass Card 2 Merisiel/sirrogue
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.
Hourglass Card 3 Kyra/Maelwys:
Spoiler:
Hourglass Card 3 Kyra/Maelwys
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 4 Quinn/Mhuirich:
Spoiler:
Hourglass Card 4 Quinn/Mhuirich
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 5 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 5 Seelah/KeithRichmond
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.
Hourglass Card 6 Merisiel/sirrogue:
Spoiler:
Hourglass Card 6 Merisiel/sirrogue
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 7 Kyra/Maelwys:
Spoiler:
Hourglass Card 7 Kyra/Maelwys
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.
Hourglass Card 8 Quinn/Mhuirich:
Spoiler:
Hourglass Card 8 Quinn/Mhuirich
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.
Hourglass Card 9 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 9 Seelah/KeithRichmond
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 10 Merisiel/sirrogue:
Spoiler:
Hourglass Card 10 Merisiel/sirrogue
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 11 Kyra/Maelwys:
Spoiler:
Hourglass Card 11 Kyra/Maelwys
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 12 Quinn/Mhuirich:
Spoiler:
Hourglass Card 12 Quinn/Mhuirich
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 13 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 13 Seelah/KeithRichmond
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.
Hourglass Card 14 Merisiel/sirrogue:
Spoiler:
Hourglass Card 14 Merisiel/sirrogue
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 15 Kyra/Maelwys:
Spoiler:
Hourglass Card 15 Kyra/Maelwys
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 16 Quinn/Mhuirich:
Spoiler:
Hourglass Card 16 Quinn/Mhuirich
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.
Hourglass Card 17 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 17 Seelah/KeithRichmond
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Location #0: 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.
For your exploration, 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 ?: 7
Located/Displayed Here: None

Base Card 1:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 2:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 3:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 4:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 5:
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 6:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 7:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: 1 Little Piggy

Location #3: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, None

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

Location #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
Tenement Card 1 (Haughty Nobles):
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Tenement Card 2:
Gentleman Explorer
CotCT
Ally 1
Traits:
Human
Aristocrat
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.
Tenement Card 3:
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.
Tenement Card 4:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Tenement Card 5:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Tenement Card 6:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Quinn/Mhuirich, Brawl
Den Of Iniquity Card 1:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Den Of Iniquity Card 2:
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.
Den Of Iniquity Card 3:
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.
Den Of Iniquity Card 4:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Den Of Iniquity Card 5:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 6:
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.

Den Of Iniquity Card 7:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.


STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

Turn Order: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys
Out of Turn Updates: On Kyra's turn, heal 5: all cards.
Turn: Turn 13 - 0 / The Lady of Mysteries: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

At: #5: Den Of Iniquity
Start of Turn:

Not by the hair of my chinny chin chin: 1d5 ⇒ 4: Tenement

Examine location: 1/Cerulean Mastermind

Give: No
Move: #4: Tenement

The fracas migrates off to a nearby run-down (even more than the rest of Old Korvosa) apartment, and Quinn pursues a piglet in that direction.

Encounter Blood Pig Bout.
Combat 12, Shock Kukri, recharge Smoke Bomb (Knowledge +1): 1d10 + 3 + 1 + 2d6 ⇒ (4) + 3 + 1 + (1, 4) = 13

Draw and banish 1/Haughty Nobles.

Explore: 2/Gentleman Explorer, Ally 1, Cha/Dip 8 OR Kno 5:

CotCT
Ally 1
Traits:
Human
Aristocrat
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.

Knowledge 5, Harrow is Books (+d4 n/c): 1d10 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 - Auto success

Discard Gentleman Explorer to examine. 3/The Survivor, will encounter.

Explore: 3/The Survivor, Blessing 1, Con/Sur 4+#:

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.

Banish Elixir of Focus to add Intelligence. Constitution 4+3=7: 1d6 + 1d10 + 1 ⇒ (3) + (3) + 1 = 7. Discard to explore.

Explore: 4/Shock Kukri, Weapon 3, Str/Acr/Mel 12:

CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

Quinn has low odd but knows his friends appreciate fine weapons, so borrows Merisiel's Blessing of Wadjet.

Strength 12: 1d6 + 2d8 ⇒ (1) + (8, 4) = 13 - Acquired

Recharge Harrow deck to examine my deck: Zellara's Harrow Deck, Priest of Abadar, The Inquisitor. Will leave alone and end turn; discard acquired Kukri and draw the examined cards. Examine location: 5/Helm of the Valkyrie. Elixir of Focus is automatically recharged.

A squeal from Quinn's reluctant charge alerts him to the return of the bout to the Tenement; some of the emperor's so-called nobles are harrassing a well-traveled man. A cloud of smoke erupts next to them, from within which Quinn's knife easily brings them down.

In gratitude, the gentleman hands Quinn a divine charm he'd picked up in a remove corner of the world. It appears the tricket contains something... with luck and a little elbow grease, Quinn opens it to reveal a knife not dissimilar to his own. I don't need two, but perhaps we can sell it for something my friends can use. Organizing his things, he makes note of a spare helm he might pick up, should the fight go for too much longer...

Summary
Location: #5: Den Of Iniquity
Examined: 1/Cerulean Mastermind

Location: #4: Tenement
Banished: 1/Haughty Nobles
Acquired: 2/Gentleman Explorer, 3/The Survivor, 4/Shock Kukri
Examined: 5/Helm of the Valkyrie

Upkeep: Discarded Merisiel's Blessing of Wadjet.

Quinn wrote:

Hand: Shock Kukri, Horn of Blasting, Henchman Proxy B4 (Squealing Pig), Zellara's Harrow Deck, Priest of Abadar, The Inquisitor,

Displayed: Armored Coat, White War Paint,
Deck: 13 Discard: 3 Buried: 0
Hero Points: 2
Harrow: The Wanderer
NOTES:
Movement: Move with the party if the location closes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rapier, The Locksmith, Flensing Jelly, The Wanderer, The Snakebite, Starknife, Investigator's Lamp, Elixir of Love , Ruan Mirukova, Acadamae Scholar
Recharged: Smoke Bomb, Harrow Deck, Elixir of Focus,
Discard Pile: Gentleman Explorer, The Survivor, Shock Kukri (acq),
Buried Pile:

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

Favored Card: Item
Role: Epicurean
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier (☐ or story bane), you may bury an item to add your Perception. (☐ If the character fails and the buried item was Alchemical, you may put it in your recovery pile.)
At the end (☑ or start) of your turn, you may examine the top card of your location. (☐ Then you may reveal an Alchemical boon to shuffle it.)

☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☐ When another local character would banish an Alchemical item for its power, you may recharge (☐ or reveal) an Alchemical boon to put the other character's item in your recovery pile instead.
☐ You are proficient with Arcane and Divine. When rebuilding, you may treat spells as items.
Amin Jalento: ☑ You may bury to draw 2 new items, then banish 1 of them.
Ishani Dhatri: ☑ You may bury to draw a new blessing.
Vencarlo Orisini: ☑ On any combat check, you may bury to reroll.


The hour is dark and full of Rovagug's Destruction. Thankfully, Kyra healed the good blessings out of Seelah's discards.

The pig heads to the Loc: 1d4 ⇒ 2Abandoned Shacks!

Seelah goes to save it!
Combat 12: 1d10 + 2 + 1d8 + 1 + 1 + 1d6 ⇒ (7) + 2 + (4) + 1 + 1 + (5) = 20
One of the other team drops a Handy Haversack. Not really what Seelah needs, but sure.

Seelah decides she's seen enough of the Abandoned Shacks and finds a Vampiric Mist. The Mist tries to eat Cards: 1d4 ⇒ 2 of her lifeforce, but her Voidglass armor protects her.

Seelah isn't sure how this mist works, but she hurls her longsword through what appear to be eyes and hopes it works out.
Combat 12: 1d10 + 2 + 1d8 + 1 + 1d4 + 1 + 1d6 ⇒ (5) + 2 + (4) + 1 + (1) + 1 + (1) = 15

One of the vicious Thugs running the game tries to stop Seelah from closing out the shacks. Seelah glares at him, daring him to interfere. Strangely, Rovagug helps Seelah out.
BYA Diplomacy 7: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (2) = 12
CtD Diplomacy 10: 1d8 + 4 + 1d6 + 1d8 ⇒ (5) + 4 + (3) + (4) = 16
The Thug throws his weapon away and runs. "I don't get paid enough for this!"

Abandoned Shacks close.
Seelah heads to Loc: 1d3 ⇒ 3
Merisiel heads to Loc: 1d3 ⇒ 3
Kyra heads to Loc: 1d3 ⇒ 3
Everyone goes to the Den of Iniquity to hang out. Party time!

Seelah Justice Warrior Hand: Glorious Warhammer, Sands of the Hour, The Lucky Drunk, Orison,
Displayed: Banner of the Ancient Kings, Half-Plate, Squealing Pig B2,
Deck: 9 Discard: 4 Buried: 2
Hero Points: 3
Support: Add 1 to all combat checks. Add d6 to all local checks.
Location: Follow the group! Avoid the Base.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flaming Mace, Squealing Pig B5
Recharged: The Wanderer, The Foreign Trader, Gray Maiden Plate, Voidglass Armor, Prayer, Covering Heavy Shield, Paladin's Helm,
Discard Pile: Cruel Longsword, Acolyte, Priest of Pharasma, Helpful Haversack,
Buried Pile: Commune , Incitation,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +0

Favored Card: Armor or Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (■ 1d6) and the Magic trait. (■ If you would discard an armor or a blessing for this power, you may recharge it instead.) (■ You may also do so if you would discard a spell for this power.)

Closed Abandoned Shacks. Acquired + Discarded #1. I tried to dig back up my other pig, but it's hiding in my next two cards. So probably it'll just get discarded at some point, unless we really care.


Turn 15, now is the hour of Calistria's Sting.
While this is the hour:
You may avenge by discarding a card. .

At the start of your turn, display Blood Pig Bout next to a random location. 1d5 ⇒ 5 Den of Iniquity!

At the end of your move step, if you are at Blood Pig Bout's location, encounter it.

Merisiel will stay at the Den and dodge a pig.

Blood Pig Bout CtD Acrobatics 7: 1d12 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15 Success! If defeated, draw the top card of your location; if it is a bane, banish it. The Cerulean Mastermind is impressed with Merisiel's stunt and joins her retinue. It seems others had money on the pig, though, and think the elf owes them something. Merisiel smirks as she cracks her neck and her knuckles; a Card 2: Brawl ensues!

Before acting, each other local character summons and encounters this barrier.

Brawl CtD Dex 7: 1d12 + 4 + 1d4 ⇒ (12) + 4 + (4) = 20 Success! After all encounters, if any character defeated this barrier, banish it.

Several brigands assault her compatriots but the rogue artfully dodges enough of their punches such that they land on their own allies that they eventually give up trying to hit her.

The Balladeer points out a Card 3: Deathbane Light Crossbow that one of her assailants dropped before being (non-lethally) dispatched. Mine now!

Deathbane Light Crossbow CtA Dex 8: 1d12 + 2 + 1d4 ⇒ (11) + 2 + (2) = 15 Success!

She scoops up the strap and deftly slings it over her shoulder before anyone notices. The Mastermind notes that the its former owner is still slumped of to one side, and unlike the other fallen spectators, no one seems eager to assist him. He is also wearing a very shiny Card 4: Mithral Chain Shirt that he obviously doesn't deserve.

Recharge a card (new crossbow) to add 1d6 to acquire, add 1d4 at Urban n/c check.

Mithral Chain Shirt CtA Con 9: 1d6 + 1d4 + 1d6 ⇒ (3) + (4) + (2) = 9 Success! Immediately display.

Well, this obviously looks better on Merisiel than, well, than anyone else. She's about to leave the thug be when the Crow she helped Kyra with hops down off her shoulder (has that been there this whole time???) and begins to peck at his hand. She smirks for a moment, then waves the bird away when its pecking jerks the hand away to reveal a Card 5: Drum of Haste.

Reload BJ's Daggers to trigger 1d6 to acquire, add 1d4 at Urban n/c check, add 1d4 from Crow.

Drum of Haste CtA Con 8: 1d6 + 1d4 + 1d6 + 1d4 ⇒ (1) + (1) + (2) + (3) = 7 Failure!

Unfortunately the bird's pecking also punctured the drum skin and it is now useless. Still, this was a lucrative brawl; she should inspire idiots to fight about her more often!

Aric wrote:

Hand: Corrosive Backsword +4, Shadowless Sword 1, Psychic Detective, Crystal Ball, Red Leathers, Belt of Physical Might, Blessing of Maat,

Displayed: Cannibal Haunt,
Kit: Sawtooth Sabre +2, Shadowless Sword 2, Allying Dart +1,
Deck: 15 Discard: 4 Buried: 3
NOTES:
Available Support: Maat: +/- 3
Maat: change all dice to d8s
Crystal Ball: Scout top 3 location cards
Other: Box reroll for 2-6A is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Den Of Iniquity Card 1 ACQUIRED.
Den Of Iniquity Card 2 BANISHED.
Den Of Iniquity Card 3 ACQUIRED.
Den Of Iniquity Card 4 ACQUIRED.
Den Of Iniquity Card 5 BANISHED.
Everyone needs to encounter the Brawl.


Off-turn, randomly wandered back into the Den.
Brawl! - Melee 7: 1d8 + 2 ⇒ (2) + 2 = 4 - Take 4 damage, discarding 2 Pigs, a Javelin, and a Deathgrip.

After wandering into the Den and getting involved in yet another brawl, Kyra decides that it's time to go look elsewhere. She heads over to the tenement housing to see if any pigs have snuck in there.

Turn 16, under the Benefaction
Big Pout: 1d3 ⇒ 2 - Tenement
Move to Tenement

Encounter the Big Pout. Reveal Warhammer for combat
Check to Defeat - Combat 12: 1d8 + 2 + 1d8 + 1 ⇒ (7) + 2 + (2) + 1 = 12 - Defeated
Draw Tenement #5: Helm of the Valkyrie

Finding some more people fighting over pigs, she joins the fray to try to rescue the pig... and manages to instead come up with a Helm that they were fighting over, apparently under the misguided assumption that there'd been a pig inside? Not sure what they were thinking... but the helm at least might be helpful.

[ooc]Free Explore - Tenement #6: Djinn
Bury Helm for +1d8 (Location text)
Check to Acquire - Diplomacy 12: 1d8 + 1 + 1d8 ⇒ (6) + 1 + (6) = 13 - Acquired
Location empty, bury Wand of Detect Magic to close, and move back to the Den on closing.

Moving further into the housing, Kyra finds a Djinn. She convinces it to help her out, but it hasn't seen any pigs in this unit either, so can't be too helpful. So she decides to head back to the Den with the others, to see if things there have calmed down at all.

Draw 4 to reset my hand.

Kyra, Dawnseeker wrote:

Hand: Glorious Warhammer, Electrified Web, Gray Maiden Plate, Priest of Pharasma, Djinn, The Rakshasa (Harrow), Desna's Freedom,

Displayed:
Deck: 11 Discard: 6 Buried: 2
Hero Points: 2
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Blessing if you need it
Movement: Stick with the group
Other: 3B - Shirt Reroll not yet used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Blessing of the Spellbound (2), Wand of Flying, Fool's Gold, Acolyte (Core), Fire Snake, Blessing of the Dawnflower, Restorative Touch, Blessing of the Qi Zhong
Recharged: Restorative Touch (2), Cure (Seelah's),
Discard Pile: Runewell's Echo, Djinni Quarterstaff, Squealing Pig B3, Squealing Pig B1, Holy Javelin, Deathgrip (Core),
Buried Pile: Helm of the Valkyrie, Wand of Detect Magic,

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
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon) add 1d4 (☐ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☐ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.


Seelah still needs to encounter the Brawl

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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

Additional Rules:

Blood Pig Bout:

CotCT Story Bane 3
Traits: Animal Skirmish
To Defeat: Combat 17 OR Acrobatics Fortitude Melee Survival 7
Before acting, if you banish the ally Pig, this barrier is defeated. If undefeated, suffer 1d4 Combat damage then discard an ally. If defeated, draw the top card of your location; if it is a bane, banish it.

Danger:

Thug:

Story Bane
Traits:
Fighter
Human

To Defeat:
Combat 10+##OR
Charisma
Diplomacy 7+#

Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

Scenario Level (#): 3

Turn: 17, Quinn/Mhuirich

Random Cards:

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

Spoiler:
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:
Dire Lion
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

Spoiler:
Giant Anaconda
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

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

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

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

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

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:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Returning Throwing Axe
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.

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:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

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

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


Spoiler:
Unearthly Aim
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


Spoiler:
Mistform
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.


Spoiler:
Full Pouch
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


Armors
Spoiler:
Magic Mithral Chain Mail
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

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

Spoiler:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

Spoiler:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.

Items
Spoiler:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

Spoiler:
Red Mantis Mask
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

Spoiler:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Spoiler:
Zellara's Harrow Deck
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


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:
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:
Sable Company Marine
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.

Spoiler:
Wolverine
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

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

Blessings
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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

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

Spoiler:
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.

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

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

Current Hour:

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

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 1 Seelah/KeithRichmond
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.
Hourglass Card 2 Merisiel/sirrogue:
Spoiler:
Hourglass Card 2 Merisiel/sirrogue
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 3 Kyra/Maelwys:
Spoiler:
Hourglass Card 3 Kyra/Maelwys
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.
Hourglass Card 4 Quinn/Mhuirich:
Spoiler:
Hourglass Card 4 Quinn/Mhuirich
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.
Hourglass Card 5 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 5 Seelah/KeithRichmond
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 6 Merisiel/sirrogue:
Spoiler:
Hourglass Card 6 Merisiel/sirrogue
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 7 Kyra/Maelwys:
Spoiler:
Hourglass Card 7 Kyra/Maelwys
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 8 Quinn/Mhuirich:
Spoiler:
Hourglass Card 8 Quinn/Mhuirich
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 9 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 9 Seelah/KeithRichmond
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.
Hourglass Card 10 Merisiel/sirrogue:
Spoiler:
Hourglass Card 10 Merisiel/sirrogue
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 11 Kyra/Maelwys:
Spoiler:
Hourglass Card 11 Kyra/Maelwys
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 12 Quinn/Mhuirich:
Spoiler:
Hourglass Card 12 Quinn/Mhuirich
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.
Hourglass Card 13 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 13 Seelah/KeithRichmond
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Location #0: 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.
For your exploration, 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 ?: 7
Located/Displayed Here: None

Base Card 1:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 2:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 3:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 4:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 5:
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 6:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 7:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: 1 Little Piggy

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, Brawl

Den Of Iniquity Card 1:
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.

Den Of Iniquity Card 2:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.


Seelah attempts to push thugs out of her way from this Brawl she finds herself in the middle of.
Melee 7: 1d10 + 2 + 1d6 ⇒ (9) + 2 + (2) = 13


STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

Turn Order: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys
Out of Turn Updates: On Kyra's turn, move to #5: Den Of Iniquity
Turn: Turn 17 - 0 / The Beating: When you encounter a monster from a location, before acting, another local character summons and encounters it.

At: #4: Tenement
Start of Turn:

Pigs: 1d2 ⇒ 1: Pits! Leave them to their devices

Examine location: 1/Wand of Force Missile

Give: No
Move: No

Explore: 1/Wand of Force Missile, Item 1, Int/Arc 6:

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.

Intelligence 5, Harrow is Books (+d4 n/c): 1d10 + 1 + 1d4 ⇒ (8) + 1 + (1) = 10 - Acquired

Discard Priest of Abadar to explore.

Explore: 2/Flensing Jelly, Ally 1, Int/Cra 9 OR Wis/Sur 11:

Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

Discard the Inquistor to bless.

Intelligence 9, Harrow: 2d10 + 1 + 1d4 ⇒ (4, 9) + 1 + (1) = 15 - Acquired.

Bury Flensing Jelly to close, party moves to the Pits. Blood Pig bout is banished, and the Throne room is built. End turn, discarding Squealing Pig before drawing.

Quinn follows Kyra to the Den and finds it mostly empty, which seems for the best, given the condition of the few remaining, groaning addicts who got the worse end of the fight. Pocketing a discarded wand, he leads the party out the door, on the way convincing a wandering Ooze to clean up. "Really scour the place; it looks like it needs it."

The quartet strides across the pits and takes in the mostly empty streets. With the "entertainment" over, the Emperor abandonded his balcony, and an unnerving quiet fills the neighbordhood, as if collectively holding its breath.

"Lets do this."

Summary
Location: #5: Den Of Iniquity
Acquired: 1/Wand of Force Missile, 2/Flensing Jelly

Upkeep: Den Of Iniquity is closed.

Quinn wrote:

Hand: Shock Kukri, Horn of Blasting, Zellara's Harrow Deck, Wand of Force Missile, Acadamae Scholar, The Locksmith,

Displayed: Armored Coat, White War Paint,
Deck: 11 Discard: 6 Buried: 1
Hero Points: 2
Harrow: The Wanderer
NOTES:
Movement: Move with the party if the location closes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rapier, The Snakebite, Ruan Mirukova, Starknife, Flensing Jelly, Elixir of Love , Investigator's Lamp, The Wanderer
Recharged: Smoke Bomb, Harrow Deck, Elixir of Focus,
Discard Pile: Gentleman Explorer, The Survivor, Shock Kukri (acq), Priest of Abadar, The Inquisitor, Henchman Proxy B4 (Squealing Pig),
Buried Pile: Flensing Jelly (acq),

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

Favored Card: Item
Role: Epicurean
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier (☐ or story bane), you may bury an item to add your Perception. (☐ If the character fails and the buried item was Alchemical, you may put it in your recovery pile.)
At the end (☑ or start) of your turn, you may examine the top card of your location. (☐ Then you may reveal an Alchemical boon to shuffle it.)

☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☐ When another local character would banish an Alchemical item for its power, you may recharge (☐ or reveal) an Alchemical boon to put the other character's item in your recovery pile instead.
☐ You are proficient with Arcane and Divine. When rebuilding, you may treat spells as items.
Amin Jalento: ☑ You may bury to draw 2 new items, then banish 1 of them.
Ishani Dhatri: ☑ You may bury to draw a new blessing.
Vencarlo Orisini: ☑ On any combat check, you may bury to reroll.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

Additional Rules:

Blood Pig Bout:

CotCT Story Bane 3
Traits: Animal Skirmish
To Defeat: Combat 17 OR Acrobatics Fortitude Melee Survival 7
Before acting, if you banish the ally Pig, this barrier is defeated. If undefeated, suffer 1d4 Combat damage then discard an ally. If defeated, draw the top card of your location; if it is a bane, banish it.

Danger:

Thug:

Story Bane
Traits:
Fighter
Human

To Defeat:
Combat 10+##OR
Charisma
Diplomacy 7+#

Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

Scenario Level (#): 3

Turn: 18, Seelah/KeithRichmond

Random Cards:

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

Spoiler:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

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

Spoiler:
Unseen Sentinel
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.

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

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

Spoiler:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

Spoiler:
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:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.

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:
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:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.

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

Spoiler:
Returning Throwing Axe
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

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


Spoiler:
Deathgrip
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


Spoiler:
Wall of Light
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

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.

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.


Armors
Spoiler:
Magic Klar
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

Spoiler:
Magic 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:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

Items
Spoiler:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

Spoiler:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Spoiler:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

Spoiler:
Zellara's Harrow Deck
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


Allies
Spoiler:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.

Spoiler:
Wolverine
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

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

Spoiler:
Gang Enforcer
CotCT
Ally 1
Traits:
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.

Spoiler:
Dream Spider
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

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

Spoiler:
The 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:
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:
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:
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

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

Current Hour:

The Vision:
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.

Hours Remaining: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/sirrogue:
Spoiler:
Hourglass Card 1 Merisiel/sirrogue
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 2 Kyra/Maelwys:
Spoiler:
Hourglass Card 2 Kyra/Maelwys
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.
Hourglass Card 3 Quinn/Mhuirich:
Spoiler:
Hourglass Card 3 Quinn/Mhuirich
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.
Hourglass Card 4 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 4 Seelah/KeithRichmond
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 5 Merisiel/sirrogue:
Spoiler:
Hourglass Card 5 Merisiel/sirrogue
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 6 Kyra/Maelwys:
Spoiler:
Hourglass Card 6 Kyra/Maelwys
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 7 Quinn/Mhuirich:
Spoiler:
Hourglass Card 7 Quinn/Mhuirich
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 8 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 8 Seelah/KeithRichmond
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.
Hourglass Card 9 Merisiel/sirrogue:
Spoiler:
Hourglass Card 9 Merisiel/sirrogue
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 10 Kyra/Maelwys:
Spoiler:
Hourglass Card 10 Kyra/Maelwys
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 11 Quinn/Mhuirich:
Spoiler:
Hourglass Card 11 Quinn/Mhuirich
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.
Hourglass Card 12 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 12 Seelah/KeithRichmond
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Location #0: 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.
For your exploration, 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 ?: 7
Located/Displayed Here: None

Base Card 1:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 2:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 3:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 4:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 5:
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 6:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 7:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kyra/Maelwys, 1 Little Piggy

Location #6: Throne Room
Urban
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: A local character summons and defeats the story bane Rioting Mob.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, None

Throne Room Card 1:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Throne Room Card 2:
Pilts Swastel
CotCT
Story Bane 3
Type: Monster
Traits:
Aristocrat
Human
To Defeat:
Combat 13
OR Diplomacy 10
Before acting, each local character rolls their Wisdom. If the number of cards in their hand exceeds the result, they recharge a number of random cards equal to the difference.
Throne Room Card 3:
Jabbyr
CotCT
Story Bane 3
Type: Monster
Traits:
Barbarian
Gnome
To Defeat:
Combat 11
THEN Combat 12
Before acting, if you have the Gnome trait, you may discard a card to add 1d12 to your checks to defeat.
The difficulty to defeat is increased by twice the hour's level.
If undefeated, a random local character suffers 1d4 Combat damage.
Throne Room Card 4:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Throne Room Card 5:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Throne Room Card 6:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.

Throne Room Card 7:
Shock Glaive
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Throne Room 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.

Throne Room Card 9:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Throne Room Card 10:
Standard Bearer
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Throne Room Card 11:
Red Mantis Mask
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.


Sadly, the Vision does not help Seelah this hour.

She charges off to the Throne. Down with this false Emperor and his blood sports.

There, she finds the area is choking in Madness Mist. Well, that explains a lot.

Madness Mist Trap:

CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.

Thankfully, (Kyra's) Desna guides her.
Fort 10: 1d8 + 1 + 1d8 + 1d6 ⇒ (5) + 1 + (7) + (1) = 14
Used Kyra's Desna's Freedom (recharge) and draw a spell... Remove Disease.

The Sands of the Hour lead her on... to Pilts Swastel!

Pilts Swastel:

CotCT
Story Bane 3
Type: Monster
Traits:
Aristocrat
Human
To Defeat:
Combat 13
OR Diplomacy 10
Before acting, each local character rolls their Wisdom. If the number of cards in their hand exceeds the result, they recharge a number of random cards equal to the difference.

Wisdom: 1d6 ⇒ 6

"I will save you all from this madness!" Seelah cries as she moves forward and smacks Pilts unconscious, aided by a blessing and volley of force missiles.

Combat 13: 1d10 + 2 + 1d8 + 1 + 1d10 + 2d4 + 1d6 ⇒ (3) + 2 + (2) + 1 + (8) + (3, 2) + (1) = 22

"And when you wake up, we'll see if you were a victim or villain in all this."


Development
After a rousing game of Blood Pig, you ended the reign of Emperor Pilts. His crowd dispersed, grateful for the loss of their insane tyrant.

“Hi. I’m Laori Vaus of the Brotherhood of Bones,” says the elf. “Wasn’t it fun to be covered in pig blood? And weren’t those squeals delightful?”

You assure her that it and they were not. “To each your own. Anyway, it was the only way I could get to Salvator Scream.” The artist is chained to an easel, busily painting in the Emperor’s theater, Exemplary Execrables. His recent work is violent, colorful, and uninspired.

“Do you have any older works?” asks Laori.

Salvator produces three paintings, and they are indeed more inspired. One depicts a blue dragon towering over a castle while its citizens are impaled. This makes Laori’s day.

“Such a dreary life,” Scream says. “Before we escape Old Korvosa, we need to rescue the seneschal. Only he can depose the queen.”

Reward
Each character gets a hero point. A character gets the Loot ally Salvator Scream. Rally the supporter Laori Vaus.


Scenario 3C: Wrath of the Arkonas

At the artist Salvator Scream’s suggestion, you ascend to a palace at the highest point of Old Korvosa. It’s a breathtaking structure built in the Vudrani style, with windows that rise to tapered points, minarets, and domes. Statues of elephants and six-armed deities keep watch outside the gates.

Your host, a resplendent merchant lord named Glorio Arkona, hears how your efforts have left the Arkonas as the only real power on the quarantined island. You see a satisfied glimmer of appreciation in his eye.

“You have done well for my people,” he says. “And now there is the matter of the queen. Obviously, as a citizen of some renown, I must serve the Crown with all my loyalty. Betrayal is not in the Arkona blood, you see. But there are ways to unseat even the most tyrannical of monarchs.”

“The seneschal Neolandus Kalepopolis has gone missing,” you say. “We have reason to believe you know where he is. Perhaps also his ally, Vencarlo Orisini.”

“Ah,” says Glorio. “Yes, you are most direct. It is true that the seneschal is the only person who can legally depose a Korvosan monarch. And we are all about the law here, which is why we have quite legally made him our guest in the Vivified Labyrinth below our castle. Returning him to you is... a trifle complicated. While I cannot enter the labyrinth, I can tell you how to enter it. Simply rotate the elephant statue in the garden and you can come and go as you please.”

That was all you needed to hear. For Salvator Scream may not have known where the Arkonas kept the seneschal and the sword master, but he did know the Arkonas were all replaced by rakshasas, animal-headed demons with malice in their hearts. Now, with weapons drawn, you’ll make it clear that you know as well.

Dangers: Elemental, Rakshasa
Villain: Bahor
Henchmen (Closing): Rakshasa - Proxy A
During this Scenario: When attempting to guard distant locations, only 1 location can be successfully guarded. When Bahor escapes, instead of retrieving blessings from the vault or hourglass, retrieve monsters from the vault.
The Harrowing

Quinn/Mhuirich - The Wanderer:

CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead.

Seelah/KeithRichmond - The Idiot:

CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire: Intelligence Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose. Discard to explore. This exploration, you may not evade.

Merisiel/sirrogue - The Foreign Trader:

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

Kyra/Maelwys - 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.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: When attempting to guard distant locations, only 1 location can be successfully guarded.
When Bahor escapes, instead of retrieving blessings from the vault or hourglass, retrieve monsters from the vault.

Additional Rules: Danger B & Proxy A (Closing Henchman)

Rakshasa:

CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.

Danger:

Elemental:

Story Bane
Traits:
Elemental
Veteran

To Defeat:
Combat 11+##

Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity
2. Cold 4. Fire
After acting, suffer # damage.

Scenario Level (#): 3

Location #0: 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.
For your exploration, 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 ?: 8
Located/Displayed Here: None

Location #1: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #5: 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 #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None


As the group steps forwards to attack the Rakshasa, Kyra remembers her earlier harrow reading that used the Rakshasa to indicate that change was in her future. She'd never seen a more literal interpretation of that card before... she hefts her Warhammer and steps forward.

Kyra will start in the Manor.

Kyra, Dawnseeker wrote:

Hand: Glorious Warhammer, Fire Snake, Restorative Touch, Acolyte (Core), Blessing of the Qi Zhong, Blessing of the Spellbound, Blessing of the Dawnflower, The Rakshasa (Harrow),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
Blessing if you need it. Two blessings if one is Dawnflower or Echo.
Movement: Stick with the group
Other: 3B - Shirt Reroll not yet used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Djinni Quarterstaff, Divine Fortune, Runewell's Echo, Gray Maiden Plate, Holy Javelin, Wand of Detect Magic, Wand of Flying, Blessing of the Spellbound (2), Priest of Pharasma, Desna's Freedom, Deathgrip (Core)
Recharged:
Discard Pile:
Buried Pile:

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
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon) add 1d4 (☐ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☐ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.


Oh good! This lot is evil; that means we can take all their stuff!

Merisiel heads off to the Manor to do just that.

Merisiel, Liberator wrote:

Hand: Blackjack's Daggers, Compass, Blackjack's Gear, Shy Ratani, Gem of Physical Prowess, The Foreign Trader (Harrow),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: BJ's Daggers: 1d4+1 to local combat, may evade after failure
Power: add 1d6 to local check to acquire
Movement: Move me to the Chambers if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-3C HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Starknife, Materialize, Humanbane Rapier, Cerulean Mastermind, Double Chicken Saber +1, Materialize, Blessing of the Quartermaster, Blessing of Wadjet, Snakebite Dagger, Thieves' Tools
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (4)
Disable: Dexterity +2 (4)
Stealth: Dexterity +2 (4)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
☐ When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

Quinn considers his harrow of the Wanderer and how much running around they have all been doing lately. "The seneschal is here, perhaps we can stay still for a while." He grips his rapier and follows Kyra and Merisiel to the Arkonan Manor.

Quinn wrote:

Hand: Rapier, Armored Coat, Bloodroot Poison, Ruan Mirukova, The Inquisitor, The Locksmith, The Wanderer,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Harrow: The Wanderer
NOTES:
Available Support: Blessings available.
Movement: Move with the party if the location closes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shock Kukri, Elixir of Love , Elixir of Focus, Smoke Bomb, The Snakebite, Flensing Jelly, Investigator's Lamp, Starknife, Salvator Scream, Horn of Blasting, Zellara's Harrow Deck
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Item
Role: Epicurean
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier (☐ or story bane), you may bury an item to add your Perception. (☐ If the character fails and the buried item was Alchemical, you may put it in your recovery pile.)
At the end (☑ or start) of your turn, you may examine the top card of your location. (☐ Then you may reveal an Alchemical boon to shuffle it.)

☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☐ When another local character would banish an Alchemical item for its power, you may recharge (☐ or reveal) an Alchemical boon to put the other character's item in your recovery pile instead.
☐ You are proficient with Arcane and Divine. When rebuilding, you may treat spells as items.
Amin Jalento: ☑ You may bury to draw 2 new items, then banish 1 of them.
Ishani Dhatri: ☑ You may bury to draw a new blessing.
Vencarlo Orisini: ☑ On any combat check, you may bury to reroll.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: When attempting to guard distant locations, only 1 location can be successfully guarded.
When Bahor escapes, instead of retrieving blessings from the vault or hourglass, retrieve monsters from the vault.

Additional Rules: Danger B & Proxy A (Closing Henchman)

Rakshasa:

CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.

Danger:

Elemental:

Story Bane
Traits:
Elemental
Veteran

To Defeat:
Combat 11+##

Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity
2. Cold 4. Fire
After acting, suffer # damage.

Scenario Level (#): 3

Turn: 1, Merisiel/sirrogue

Random Cards:

Monsters
Spoiler:
Dire Lion
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

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

Spoiler:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.

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

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

Barriers
Spoiler:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

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

Spoiler:
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.

Spoiler:
Ambush
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.

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

Weapons
Spoiler:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

Spoiler:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

Spoiler:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

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:
Deathgrip
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


Spoiler:
Enervation
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.

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


Spoiler:
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

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

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

Spoiler:
Magic 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 Klar
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

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

Items
Spoiler:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.

Spoiler:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

Spoiler:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


Spoiler:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

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

Spoiler:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

Spoiler:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Spoiler:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

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:
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.

Spoiler:
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:
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:
The Father of Creation
Core
Blessing 3
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
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

Hour Power: On your check against an Animal or Elemental card, add 1d4.

Current Hour:

Gozreh's Growth:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Maelwys:
Spoiler:
Hourglass Card 1 Kyra/Maelwys
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 2 Quinn/Mhuirich:
Spoiler:
Hourglass Card 2 Quinn/Mhuirich
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 3 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 3 Seelah/KeithRichmond
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.
Hourglass Card 4 Merisiel/sirrogue:
Spoiler:
Hourglass Card 4 Merisiel/sirrogue
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.
Hourglass Card 5 Kyra/Maelwys:
Spoiler:
Hourglass Card 5 Kyra/Maelwys
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.
Hourglass Card 6 Quinn/Mhuirich:
Spoiler:
Hourglass Card 6 Quinn/Mhuirich
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 7 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 7 Seelah/KeithRichmond
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.
Hourglass Card 8 Merisiel/sirrogue:
Spoiler:
Hourglass Card 8 Merisiel/sirrogue
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.
Hourglass Card 9 Kyra/Maelwys:
Spoiler:
Hourglass Card 9 Kyra/Maelwys
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.
Hourglass Card 10 Quinn/Mhuirich:
Spoiler:
Hourglass Card 10 Quinn/Mhuirich
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 11 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 11 Seelah/KeithRichmond
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.
Hourglass Card 12 Merisiel/sirrogue:
Spoiler:
Hourglass Card 12 Merisiel/sirrogue
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.
Hourglass Card 13 Kyra/Maelwys:
Spoiler:
Hourglass Card 13 Kyra/Maelwys
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.
Hourglass Card 14 Quinn/Mhuirich:
Spoiler:
Hourglass Card 14 Quinn/Mhuirich
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.
Hourglass Card 15 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 15 Seelah/KeithRichmond
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.
Hourglass Card 16 Merisiel/sirrogue:
Spoiler:
Hourglass Card 16 Merisiel/sirrogue
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 17 Kyra/Maelwys:
Spoiler:
Hourglass Card 17 Kyra/Maelwys
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 18 Quinn/Mhuirich:
Spoiler:
Hourglass Card 18 Quinn/Mhuirich
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.
Hourglass Card 19 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 19 Seelah/KeithRichmond
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.
Hourglass Card 20 Merisiel/sirrogue:
Spoiler:
Hourglass Card 20 Merisiel/sirrogue
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.
Hourglass Card 21 Kyra/Maelwys:
Spoiler:
Hourglass Card 21 Kyra/Maelwys
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 22 Quinn/Mhuirich:
Spoiler:
Hourglass Card 22 Quinn/Mhuirich
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 23 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 23 Seelah/KeithRichmond
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.
Hourglass Card 24 Merisiel/sirrogue:
Spoiler:
Hourglass Card 24 Merisiel/sirrogue
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Hourglass Card 25 Kyra/Maelwys:
Spoiler:
Hourglass Card 25 Kyra/Maelwys
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.
Hourglass Card 26 Quinn/Mhuirich:
Spoiler:
Hourglass Card 26 Quinn/Mhuirich
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.
Hourglass Card 27 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 27 Seelah/KeithRichmond
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 28 Merisiel/sirrogue:
Spoiler:
Hourglass Card 28 Merisiel/sirrogue
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.
Hourglass Card 29 Kyra/Maelwys:
Spoiler:
Hourglass Card 29 Kyra/Maelwys
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.

Location #0: 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.
For your exploration, 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 ?: 8
Located/Displayed Here: None

Base Card 1:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 2:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Base Card 3:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 4:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 5:
Laori Vaus
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
Base Card 6:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 7:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 8:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.

Location #1: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Castle Card 1:
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.
Castle Card 2:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11

Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.

Castle Card 3:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Castle Card 4:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Castle Card 5:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Castle Card 6:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Castle Card 7:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Castle Card 8:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Castle Card 9:
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.
Castle Card 10:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.

Location #2: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Glade Card 1:
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.
Glade Card 2:
Priest of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Glade Card 3:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Glade Card 4:
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.
Glade Card 5:
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.
Glade Card 6:
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Glade Card 7:
Geist
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Glade Card 8:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Glade Card 9:
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.
Glade Card 10:
Bahor
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 20
Resistant to Attack.
Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.

Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, None
Manor Card 1:
Sable Company Marine
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
Manor Card 2:
Harrowing
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

Manor Card 3:
Mistform
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.

Manor Card 4:
Magic Mithral Chain Mail
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Manor Card 5:
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.
Manor Card 6:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Manor Card 7:
Noble
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Manor Card 8:
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.
Manor Card 9:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Manor Card 10:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
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: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Barracks Card 1:
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.
Barracks Card 2:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Barracks Card 3:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Barracks Card 4:
Strangler
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Barracks Card 5:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Barracks Card 6:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Barracks Card 7:
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.
Barracks Card 8:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Barracks Card 9:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Barracks Card 10:
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.

Location #5: 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
Office Card 1:
Enlarge
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Office Card 2:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Office Card 3:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Office Card 4:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Office Card 5:
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.
Office Card 6:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
Office Card 7:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
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:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Office Card 9:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Office Card 10:
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.

Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Chambers Card 1:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Chambers Card 2:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Chambers Card 3:
Lightning Bolt
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Chambers Card 4:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Chambers Card 5:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Chambers Card 6:
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.
Chambers 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.
Chambers Card 8:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Chambers 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.
Chambers Card 10:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


Turn 1, now is the hour of Gozreh's Growth.
While this is the hour:
On your check against an Animal or Elemental card, add 1d4.

Merisiel leads the party into the Manor And immediately begins chatting up the Card 1: Sable Company Marine nearby, admiring his leathers.

Reload BJ's Daggers to trigger Acquire power, plus 1d4 Urban.

Sable Company Marine CtA Dex 11: 1d12 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + (3) + (3) = 12 Success !

Reload BJ's Gear to trigger Acquire power, plus 1d4 Urban.

THEN Sable Company Marine CtA Cha 10: 1d6 + 1d6 + 1d4 ⇒ (6) + (3) + (2) = 11 Success!

The marine is impressed by Merisiel casually twirling such fine daggers so handily. He is about to comment on them looking familiar when a flick of her wrists causes them to disappear, and she holds her palms out innocently. After pondering the fate of old Houses like these in the current political climate, he comments that if fate is her bag, he saw a scroll of Card 2: Harrowing unattended in the study. She thanks him and slips off in that direction, using her Compass recharged for Acquire power to guide the way.

Harrowing CtA Wis 12: 1d8 + 1d6 + 1d4 ⇒ (7) + (5) + (1) = 13 Success!

The elf easily slips into the manor study unnoticed, and a new scroll is inexplicably in her pack. *shrug* On her way out, Shy Ratani spots another tube, this one with a rune of Card 3: Mistform, and advises her to pick it up in a certain way. Oookay.

Mistform CtA Wis 10: 1d8 + 1d8 + 1d4 ⇒ (3) + (8) + (4) = 15 Success!

Hey, it worked? I guess she knows what she's talking about. The Foreign Trader guides her eye across the hall as she exits the study, and she some Card 4: Magic Mithral Chain Mail in what must be an ornamental armory. As she crosses the hall, she glides the scrolls into her pack and readies BJ's Gear and Daggers again, just in case (played my Harrow, so I recharged the two spells I just picked up and drew two cards, which I had recently reloaded).

Recharge Gem to use Dex die, reload BJ's Daggers to trigger Acquire power, plus 1d4 Urban.

Magic Mithral Chain Mail CtA Con 10: 1d12 + 1d6 + 1d4 ⇒ (2) + (5) + (2) = 9 Failure!

Despite her prep and the light material, it is still heavy armor, and too much for Merisiel to lift without being noticed. She is discouraged, but pats the scrolls in her pack to reassure herself.

Merisiel, Liberator wrote:

Hand: Blackjack's Gear, Blackjack's Daggers, Double Chicken Saber +1, Cerulean Mastermind, Materialize,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 3
NOTES:
Available Support: Power: add 1d6 to local check to acquire
BJ's Daggers: 1d4+1 to local combat, evade if you fail
Materialize: BAMF! I encounter a bane for you anywhere
Mastermind: bury a card for 1d12+4 to n/c check
Movement: Move me to the Chambers if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-3C HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Humanbane Rapier, Thieves' Tools, Blessing of Wadjet, Blessing of Kofusachi, Blackjack's Rapier, Starknife, Sable Company Leathers, Thieves' Tools
Recharged: Compass, Harrowing, Mistform, Gem of Physical Prowess,
Discard Pile: Sable Company Marine, Shy Ratani, The Foreign Trader (Harrow),
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (4)
Disable: Dexterity +2 (4)
Stealth: Dexterity +2 (4)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
☐ When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Manor Card 1 ACQUIRED.
Manor Card 2 ACQUIRED.
Manor Card 3 ACQUIRED.
Manor Card 4 BANISHED.


Seelah Justice Warrior Hand: Commune , Flaming Mace, Glorious Warhammer, Wyrmsmite, The Idiot,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
Support: Add 1 to all combat checks. Add d6 to all local checks.
Location: Follow the group! Avoid the Base.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acolyte, Orison, Priest of Pharasma, Paladin's Helm, Sands of the Hour, Pharasma's Knowing, Covering Heavy Shield, Banner of the Ancient Kings, The Wanderer, The Lucky Drunk, Cure, Half-Plate, Gray Maiden Plate
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +0

Favored Card: Armor or Weapon
Hand Size: 4 ☐ 5 ☐ 6 ☐ 7
Proficiencies:
Armor Divine Weapon
POWERS:
When you attempt a check before acting, you may use Divine instead of any listed skill.
On a local check, you may discard an armor or the top card of your deck to add 1d4 (■ 1d6) and the Magic trait. (■ If you would discard an armor or a blessing for this power, you may recharge it instead.) (■ You may also do so if you would discard a spell for this power.)

Mulligan for no weapons... next 4 cards are all my weapons? Yeah, sounds about right.


Turn 2, under The Prince of Pain
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
Manor: Start of turn, recharge Restorative Touch to draw 1 (Wand of Flying).

Free Exploration - Manor #5: Concealed Hatch
Hour: Draw a card (Divine Fortune), and discard a card from top of deck (Deathgrip).
Display Divine Fortune.
BYA - Perception 5: 1d10 + 5 + 1d6 ⇒ (5) + 5 + (4) = 14 - Success
Seelah topdecks for +1d6. Divine Fortune +1d6.
Check to Defeat - Disable 3: 1d4 + 1d6 + 1d6 ⇒ (3) + (6) + (4) = 13 - Defeated

As the group runs into the Manor, Kyra spots the rogue headed straight to gather some gear. Not a bad idea, given the situation. And surely the Arkonas wouldn't mind, since these demons surely hadn't left any alive. She follows the thief, suddenly stopping short when she spots a hidden hatch under a staircase. Since the rogue is busy talking up her new friend, Kyra decides to fiddle with the latch herself, to see if she can spring it. Sure enough, it pops open in her hands.

Reveal Blessing of Qi Zhong to heal 1 (Deathgrip) then discard it to explore - Manor #6: Wyvern Blade Trap
Seelah topdecks for +1d6. Divine Fortune +1d6.
Check to Defeat - Perception 12: 1d10 + 5 + 1d6 + 1d6 ⇒ (8) + 5 + (6) + (1) = 20 - Defeated

As she leans in to get a better look into the darkened cupboard under the stairs, her senses suddenly tingle and she manages to pull back right before the poisoned blade swings across the entrance. The gods are surely smiling on her today, keeping her safe. Taking another look, the trap seems to have been a single-use trap, so Kyra leans into the cupboard.

Discard Acolyte to explore - Manor #7: Noble
Seelah topdecks for +1d6. Divine Fortune +1d6.
Check to Acquire - Diplomacy 9: 1d8 + 1 + 1d6 + 1d6 ⇒ (5) + 1 + (4) + (2) = 12 - Acquired

Inside, she finds a nobleman. Apparently he'd come to visit the Arkonas at an inconvenient time, and been thrown in here to keep him out of the way until they had a chance to deal with him properly. Grateful at having been saved, he tells Kyra about a gem that he spotted out in the main room, before he was captured.

Discard Noble to explore - Manor #8: Gem of Physical Prowess
Noble gives +1d4 to acquire. Divine Fortune +1d6.
Check to Acquire - Strength 11: 1d8 + 1d4 + 1d6 ⇒ (3) + (1) + (4) = 8 - Banished

Kyra moves back out into the main area, spotting the gem. Unfortunately, as she moves to pick it up, it slips and drops between her fingers, shattering on the ground.

Banish Wand of Flying to examine Manor #9: Wayfinder and Castle #1: Boots of Friendly Terrain. Nobody moves anywhere.

Pulling out a wand, Kyra uses it on herself. She floats up to the top of the room and out a window, doing a quick survey of the property. Spotting some boots over near the castle before looping back to the manor, she also spots a magical wayfinder on of the top shelves of a bookcase. She swoops down to grab it before landing again.

Discard Blessing of the Spellbound to explore - Manor #9: Wayfinder
Seelah topdecks for +1d6. Divine Fortune +1d6.
Check to Acquire - Wisdom 10: 1d10 + 3 + 1d6 + 1d6 ⇒ (4) + 3 + (4) + (6) = 17 - Acquired

Snatching up the device, she lands as she's looking it over. Feeling that this will point towards what she needs, she holds it in her hands while she concentrates on the demonic Arkonas. Sure enough, it points into the next room, and Kyra hefts her warhammer as she runs in to confront the beast.

Discard Wayfinder to examine the story bane - Manor #10: Proxy A/Rakshasa. And explore
BYA - Fire Snake. +1d4 Turn Outsider. +1d6 Divine Fortune
BYA - Dexterity/Divine 6: 1d10 + 6 + 1d4 + 1d6 ⇒ (9) + 6 + (3) + (1) = 19 - Reroll highest result
BYA - Dexterity/Divine 6: 1d10 + 6 + 3 + 1 ⇒ (2) + 6 + 3 + 1 = 12 - Doesn't matter, still success
Reveal Glorious Warhammer for combat. Recharge The Rakshasa to bless a magic check. +1d4 Turn Outsider. +1d6 Divine Fortune
Check to Defeat - Combat 16: 2d8 + 2 + 1d8 + 1 + 1d4 + 1d6 ⇒ (3, 5) + 2 + (4) + 1 + (2) + (1) = 18 - Check was blessed so no reroll. Defeated.
Check to close - Seelah topdecks for +1d6. Divine Fortune +1d6.
Check to Close - Diplomacy 8: 1d8 + 1 + 1d6 + 1d6 ⇒ (1) + 1 + (5) + (3) = 10 - Closed
When Closed - Search my deck for a card (Restorative Touch) and draw it.
Move with the group to... wherever Quinn would like to go.

Although the beast is ready for them and tries to throw lightning, Kyra counters with a snake of flame that absorbs and redirects the energy. Then she charges with her hammer, swinging and making solid contact with the beast, sending it to the ground. Looking around at her friends to make sure they're all okay too, she readies a healing spell (in case they're not) and then prepares to move out to the next area to find more of these beasts.

End of turn.
Check to Recover: Wand of Flying - Divine 12: 1d10 + 6 + 1d6 ⇒ (10) + 6 + (1) = 17 - Recharged
Check to Recover: Fire Snake - Divine 8: 1d10 + 6 + 1d6 ⇒ (2) + 6 + (5) = 13 - Recharged
Draw 4 to reset my hand.

Kyra, Dawnseeker wrote:

Hand: Glorious Warhammer, Djinni Quarterstaff, Restorative Touch, Wand of Detect Magic, Priest of Pharasma, Blessing of the Spellbound (2), Blessing of the Dawnflower,

Displayed: Divine Fortune,
Deck: 8 Discard: 4 Buried: 0
Hero Points: 2
NOTES:
Available Support: Local checks are +1d4+Magic against all Outsiders and Undead
ALL LOCAL CHECKS - +1d6 from Divine Fortune
Blessing if you need it. Two blessings if one is Dawnflower or Echo.
Movement: Stick with the group
Other: 3B - Shirt Reroll not yet used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Javelin, Gray Maiden Plate, Runewell's Echo, Deathgrip (Core), Desna's Freedom
Recharged: The Rakshasa (Harrow), Wand of Flying, Fire Snake,
Discard Pile: Blessing of the Qi Zhong, Acolyte (Core), Noble, Blessing of the Spellbound,
Buried Pile:

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
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon) add 1d4 (☐ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☐ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.

Manor is closed.
Castle #1 is known.
Seelah topdecks 4 times.
Everybody needs to make a Dex/Acro 6 check or get hit with lightning. But you all get +1d4 (Turn Outsider) and +1d6 (Divine Fortune) to those checks.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.

During This Scenario: When attempting to guard distant locations, only 1 location can be successfully guarded.
When Bahor escapes, instead of retrieving blessings from the vault or hourglass, retrieve monsters from the vault.

Additional Rules: Danger B & Proxy A (Closing Henchman)

Rakshasa:

CotCT Story Bane 3
Traits: Outsider Rakshasa
To Defeat: Combat 16
Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.

Danger:

Elemental:

Story Bane
Traits:
Elemental
Veteran

To Defeat:
Combat 11+##

Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity
2. Cold 4. Fire
After acting, suffer # damage.

Scenario Level (#): 3

Turn: 3, Quinn/Mhuirich

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:
Unseen Sentinel
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.

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

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

Barriers
Spoiler:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.

Spoiler:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

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:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

Spoiler:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.

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

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

Spoiler:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon 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:
Keen Starknife
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

Spells
Spoiler:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.


Spoiler:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.


Spoiler:
Magical Mansion
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 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:
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:
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:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
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 Acrobatics modifier.

Spoiler:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Magic Klar
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

Items
Spoiler:
Zellara's Harrow Deck
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


Spoiler:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

Spoiler:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


Spoiler:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

Allies
Spoiler:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Spoiler:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.

Spoiler:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

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

Blessings
Spoiler:
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:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

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

Spoiler:
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.

Spoiler:
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Hour Power: When you move during your move step, bury a card.

Current Hour:

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

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 1 Seelah/KeithRichmond
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.
Hourglass Card 2 Merisiel/sirrogue:
Spoiler:
Hourglass Card 2 Merisiel/sirrogue
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.
Hourglass Card 3 Kyra/Maelwys:
Spoiler:
Hourglass Card 3 Kyra/Maelwys
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.
Hourglass Card 4 Quinn/Mhuirich:
Spoiler:
Hourglass Card 4 Quinn/Mhuirich
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 5 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 5 Seelah/KeithRichmond
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.
Hourglass Card 6 Merisiel/sirrogue:
Spoiler:
Hourglass Card 6 Merisiel/sirrogue
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.
Hourglass Card 7 Kyra/Maelwys:
Spoiler:
Hourglass Card 7 Kyra/Maelwys
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.
Hourglass Card 8 Quinn/Mhuirich:
Spoiler:
Hourglass Card 8 Quinn/Mhuirich
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 9 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 9 Seelah/KeithRichmond
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.
Hourglass Card 10 Merisiel/sirrogue:
Spoiler:
Hourglass Card 10 Merisiel/sirrogue
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.
Hourglass Card 11 Kyra/Maelwys:
Spoiler:
Hourglass Card 11 Kyra/Maelwys
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.
Hourglass Card 12 Quinn/Mhuirich:
Spoiler:
Hourglass Card 12 Quinn/Mhuirich
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.
Hourglass Card 13 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 13 Seelah/KeithRichmond
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.
Hourglass Card 14 Merisiel/sirrogue:
Spoiler:
Hourglass Card 14 Merisiel/sirrogue
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 15 Kyra/Maelwys:
Spoiler:
Hourglass Card 15 Kyra/Maelwys
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 16 Quinn/Mhuirich:
Spoiler:
Hourglass Card 16 Quinn/Mhuirich
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.
Hourglass Card 17 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 17 Seelah/KeithRichmond
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.
Hourglass Card 18 Merisiel/sirrogue:
Spoiler:
Hourglass Card 18 Merisiel/sirrogue
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.
Hourglass Card 19 Kyra/Maelwys:
Spoiler:
Hourglass Card 19 Kyra/Maelwys
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 20 Quinn/Mhuirich:
Spoiler:
Hourglass Card 20 Quinn/Mhuirich
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 21 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 21 Seelah/KeithRichmond
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.
Hourglass Card 22 Merisiel/sirrogue:
Spoiler:
Hourglass Card 22 Merisiel/sirrogue
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Hourglass Card 23 Kyra/Maelwys:
Spoiler:
Hourglass Card 23 Kyra/Maelwys
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.
Hourglass Card 24 Quinn/Mhuirich:
Spoiler:
Hourglass Card 24 Quinn/Mhuirich
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.
Hourglass Card 25 Seelah/KeithRichmond:
Spoiler:
Hourglass Card 25 Seelah/KeithRichmond
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 26 Merisiel/sirrogue:
Spoiler:
Hourglass Card 26 Merisiel/sirrogue
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.
Hourglass Card 27 Kyra/Maelwys:
Spoiler:
Hourglass Card 27 Kyra/Maelwys
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.

Location #0: 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.
For your exploration, 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 ?: 8
Located/Displayed Here: None

Base Card 1:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 2:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Base Card 3:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 4:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 5:
Laori Vaus
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
Base Card 6:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 7:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 8:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.

Location #1: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Castle Card 1 (Boots of Friendly Terrain):
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.
Castle Card 2:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11

Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.

Castle Card 3:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Castle Card 4:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Castle Card 5:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Castle Card 6:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Castle Card 7:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Castle Card 8:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Castle Card 9:
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.
Castle Card 10:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.

Location #2: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Glade Card 1:
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.
Glade Card 2:
Priest of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Glade Card 3:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Glade Card 4:
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.
Glade Card 5:
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.
Glade Card 6:
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Glade Card 7:
Geist
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Glade Card 8:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Glade Card 9:
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.
Glade Card 10:
Bahor
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 20
Resistant to Attack.
Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.

Location #3: Manor
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, None

Location #4: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Barracks Card 1:
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.
Barracks Card 2:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Barracks Card 3:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Barracks Card 4:
Strangler
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Barracks Card 5:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Barracks Card 6:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Barracks Card 7:
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.
Barracks Card 8:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Barracks Card 9:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Barracks Card 10:
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.

Location #5: 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
Office Card 1:
Enlarge
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Office Card 2:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Office Card 3:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Office Card 4:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Office Card 5:
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.
Office Card 6:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
Office Card 7:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
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:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Office Card 9:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Office Card 10:
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.

Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Chambers Card 1:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Chambers Card 2:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Chambers Card 3:
Lightning Bolt
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Chambers Card 4:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Chambers Card 5:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Chambers Card 6:
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.
Chambers 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.
Chambers Card 8:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Chambers 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.
Chambers Card 10:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

Turn Order: Merisiel/sirrogue, Kyra/Maelwys, Quinn/Mhuirich, Seelah/KeithRichmond
Out of Turn Updates:

Rakshasa Dexterity 6, The Locksmith: 2d6 ⇒ (5, 5) = 10

Party moves to the Office.
Turn: Turn 3 - 0 / The Desert : When you move during your move step, bury a card.
At: #5: Office
Start of Turn:

Examine location: 1/Enlarge

Give: No

Quinn would normal leave such magical scrolls alone and seek the Arkonas elsewhere, but at the moment his throat is feeling dry...

Move: No

Display Armored Coat and Bloodroot Poison.

Explore: 1/Enlarge, Spell 2, Int/Wis/Arc/Div 9:

Enlarge
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Intelligence 9, Harrow is Books (+d4 n/c), recharge Ruan Mirukova: 1d10 + 1 + 2d4 ⇒ (7) + 1 + (4, 1) = 13

A curious scroll; as he is pondering it's use, he notices a weapon lodged in a tight spot in the floor.

Discard The Inquisitor to explore.

Explore: 2/Flaming Mace, Weapon 2, Str/Mel 10:

Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

Quinn briefly considers using the scroll to help him pry the weapon loose, but decides it might be put to better use against the evil in this place.

Auto-fail. End turn. Examine location: 3/Hungry Smoke

Summary
Location: #5: Office
Acquired: 1/Enlarge
Banished: 2/Flaming Mace

Quinn wrote:

Hand: Rapier, Enlarge, Horn of Blasting, Investigator's Lamp, Salvator Scream, The Wanderer,

Displayed: Armored Coat, Bloodroot Poison,
Deck: 9 Discard: 2 Buried: 0
Hero Points: 2
Harrow: The Wanderer
NOTES:
Available Support: Blessings available.
Movement: Move with the party if the location closes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Snakebite, Flensing Jelly, Zellara's Harrow Deck, Smoke Bomb, Elixir of Love , Starknife, Shock Kukri, Elixir of Focus
Recharged: Ruan Mirukova,
Discard Pile: The Locksmith, The Inquisitor,
Buried Pile:

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

Favored Card: Item
Role: Epicurean
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
POWERS:
For your check that invokes Finesse, you may recharge (☑ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier (☐ or story bane), you may bury an item to add your Perception. (☐ If the character fails and the buried item was Alchemical, you may put it in your recovery pile.)
At the end (☑ or start) of your turn, you may examine the top card of your location. (☐ Then you may reveal an Alchemical boon to shuffle it.)

☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☐ When another local character would banish an Alchemical item for its power, you may recharge (☐ or reveal) an Alchemical boon to put the other character's item in your recovery pile instead.
☐ You are proficient with Arcane and Divine. When rebuilding, you may treat spells as items.
Amin Jalento: ☑ You may bury to draw 2 new items, then banish 1 of them.
Ishani Dhatri: ☑ You may bury to draw a new blessing.
Vencarlo Orisini: ☑ On any combat check, you may bury to reroll.


Seelah's hour is the Cricket.

She Communes, but only gathers a Benefaction.

Quinn has spotted a strange smoke. So, sure, she holds her breath and heads in to deal with it.

Fort 9: 1d8 + 1 + 1d6 + 1d6 ⇒ (6) + 1 + (6) + (4) = 17

"Demonic smoke cannot harm a paladin." Seelah proclaims.

She continues on, with her Benefaction. She finds a Wand of Enervation in the Office. She taps it idly, trying to figure out how it works.

Int 10: 1d4 + 1d4 + 1d6 + 1d6 ⇒ (3) + (2) + (2) + (6) = 13

Well, that's all going quite well, so she heads onwards, like an Idiot.
Recharge a mace, a hammer, and a wand to draw 3 cards - The Wanderer + Gray Maiden Plate + Acolyte

She finds a Priest of Abadar, who cheerfully joins her. He leads her on... to a Red Mantis Assassination Squad!
Auto-acquired. Squad deals 1 Fire to each character, then each character summons a Red Mantis Assassin.

Red Mantis Assassin:

Story Bane
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

The fire washes over Seelah's Gray Maiden Plate and her faith protects her from the assassin's tricks.
Divine 7: 1d8 + 3 + 1d6 + 1d6 ⇒ (5) + 3 + (3) + (6) = 17

She beheads the assassin quickly, so she can go to help her friends.
Combat 16: 1d10 + 2 + 1d8 + 2 + 1d6 + 1d6 ⇒ (7) + 2 + (7) + 2 + (4) + (6) = 28

...

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Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CAG] Curse of the Crimson Throne by Maelwys All Messageboards

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