Year 6: Year of Rotting Ruins with eddiephlash [PACS] [ACG] [GameDay VIII]

Game Master eddiephlash

Turn order:

Zalarian/Hakon
TheGreatNateO/Valeros
Dances with Dragons/Lirianne
Notlshown/Aric
Danforth/Maznar
eddiephlash/Ramexes
Zeroth_hour/Ezren


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More info to follow. Feel free to Dot to track this page.


Adventure 1: City of Sails and Shrouds

Lastwall is dying, and the Whispering Tyrant has killed it.

A noble nation of paladins and knights, Lastwall was created to watch over the prison of the undead Whispering Tyrant. The notorious lich was locked away 900 years ago in the province of Virlych in neighboring Ustalav. Ever vigilant for the lich’s return, Lastwall also protected civilized lands from orc hordes, roaming undead, and other evils.

Yet in his imprisonment, the Whispering Tyrant planned for his freedom and his revenge. Armed with a devastating superweapon of his own design, the Whispering Tyrant obliterated Lastwall’s capital of Vigil and blasted open his prison. Now, the lich who tyrannized the Inner Sea region a millennium ago has returned. His undead minions and mortal cultists travel freely through Lastwall, slaying its guardians and shattering its castles. Lastwall’s final hope is the white-walled city of Vellumis, a trading 8 port on Lake Encarthan. Lastwall’s remaining bureaucrats organize fleets of evacuees from Vellumis daily, shepherding people out of the dying nation to safer lands.

Yet hard times are times for heroes. The Pathfinder Society, a world-spanning group of treasure hunters and lore seekers, maintains a presence in Lastwall. Few Pathfinders in Vigil survived, and those who did rushed to Vellumis to aid the evacuation efforts and rejoin with Vellumis’s Pathfinders. From Vellumis, the Pathfinders can coordinate rescue efforts in the Lastwall countryside and take the fight against evil into haunted Virlych itself.

Some have given the dying nation of Lastwall a new name: the Gravelands. Yet even in the grim face of death, champions must rise.

Scenario 1A: Powder Keg
You’ve been enjoying several days of downtime in the city of Vellumis, a prosperous port city on Lake Encarthan. Vellumis is part of Lastwall, but the paladins and crusaders tend to rush north to the front lines. Vellumis is primarily a city of traders, diplomats, and foreign emissaries. It’s a beautiful city, filled with whitewashed buildings, colonnades, and impressive spires. Yet the summer has been unbearably hot. Many of the city’s buildings are now stained with soot from fires, which have been breaking out so frequently that many people doubt they could all be accidental.

You’re relaxing in the Uscalin Lodge in Vellumis, having completed a minor job for the Pathfinder Society, when the dire news arrives. Tyrant is free! Details are sparse, but multiple riders from the north all bear the same stories—Vigil is completely devastated, undead monsters roam the countryside, and Lastwall is leaderless.

Uncertainly begets fear, and fear begets violence. Rioting begins in the streets of Vellumis, and anyone bearing news from the north is interrogated—often forcefully—for details. Accusations fly that the fires have been the work of the Whispering Way, the cult of nihilists and necromancers that serves the Whispering Tyrant. Vigil is gone and Vellumis is likely to be next.

Someone needs to step in to restore order. The bureaucracy of Vellumis is paralyzed, awaiting orders from the capital that are 8 unlikely to ever come. The city’s few soldiers are working to calm the mobs, but external organizations—such as the Magaambya Academy and the Pathfinder Society—need to lend a hand.

With local Venture-Captain Shevar Besnik away on business, the ranking Pathfinder at the Uscalin Lodge is Viora Skedrin, a human alchemist of no small skill. Viora has taken it upon herself to dictate how the Pathfinders should help, citing her knowledge of medicine. “Riots are like a disease,” she opines, “and are cured the same way. Target the sites of infection and the body will recover.”

Viora sends you to the city’s Laborer’s Market, where a charred ruin of a tenement still smolders from a blaze last week. Tensions are high here. The locals feel like no one in the city’s administration will help them, so they must help themselves—and plenty of them are helping themselves to goods in local shops and warehouses.


Male Human | My Deck Handler Skald / UI (12789-1011)

A wild blond haired muscular man looks at the chaos around the area. He keeps his large hammer strapped to his back and begins barking at the locals, "The time is now more than ever to work together! The pathfinders can help fight off cultists, necromancers, and undead! We can't do that and keep you safe from yourselves!"

"

Hakon wrote:

Hand:

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use (Bastet grants rerolls). Cards available to bury for local Str checks (1 maybe 2)
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): s2Cure (Core), w2Longsword (Core), Strength, War Drum (Core), Sage's Journal (Core), s1Augury, w1Dwarven Longhammer +1, 1 BotG, Standard Bearer, BoBastet, Dandy Brute, Masque, Gambeson, Longspear (Core), Detect Thoughts
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (□ or a local check against a monster), you may bury a card from your hand (□ or discards) to add your Diplomacy.
□ At the end of your turn, you may move;any local characters may move with you.
Divine Intervention

Spoiler:
Fangwood Thieves Reward #2: [ ] [ ] [ ] Divine Intervention: Check a box that precedes this reward to freely play a blessing on a check.

"


I think we don't start for a few days yet, but I can at least post the starting info. Please gather pick your starting location and draw starting hands.
I will draw the harrow blessing prior to the first turn.

During This Adventure:

During This Scenario: Harrow Suit is: TBD

Story Banes:
Dangers: Bandit, Collapse, Rescue, Thug
Villain: None
Henchmen (Closing): Rioting Mob - Proxy A

Shuffle a Proxy B into each location.

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.

If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Additional Rules:

Story Bane details:

Bandit
Spoiler:

Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Collapse
Spoiler:

Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Rescue
Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Thug
Spoiler:

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

Rioting Mob
Spoiler:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Scenario Level (#): 1

Location #1: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here:

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 ?: 2
Located/Displayed Here:

Location #3: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here:

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 ?: 2
Located/Displayed Here:

Location #5: 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 ?: 2
Located/Displayed Here:

Location #6: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 2
Located/Displayed Here:

Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here:


Male Human (Weapon 2) Tier 2 Fighter | 2 Hero Points | My Deck Handler

Valeros-

Starting Location
Location #4: Tenement

Loot
None

Starting Hand - Favored Card - Sword Weapon

Valeros wrote:

Hand: Crowbar, Night Watch, Blessing of the Samurai, Longsword,

Displayed:
Deck: 9 Discard: 0 Buried: 0

NOTES:
Available Support: 0 Card(s)s are available for Local Combat support 1d4
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Camel, Kikko Armor, Chain Mail#CORE (2), Mace, Chain Mail#CORE (1), Banner, Quartermaster, Naginata, Longspear
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strenght +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.


1 person marked this as a favorite.
STR d8 +1 | DEX d4 | CON d8 (FOR +1) | INT d6 | WIS d10 +1 (DIV +3; SUR +2) | CHA d6 | Deck Handler

The long-bearded dwarf glances around at the charred chaos. Knowing there will likely be some bloodshed heading his way shortly, he heads to the Shrine to calm himself and ask for blessings from above.

Maznar wrote:

Hand: Hide From Animals, Holy Stone, Viper Strike, Hide Armor, Pearl of Wisdom, Blessing of the Gods 4,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Reveal my Animal Ally for + 1d4 for any check at my location.
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 random cards from her discard pile into her deck.
Movement:
Other: Hi I'm Maznar! Please bot me if I need to Guard my location

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2
Favored Card: Blessings
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
Powers:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 +1 random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


Male Human | My Deck Handler Skald / UI (12789-1011)

Hakon scans around and sees a familiar face in Maznar and heads in his direction.

"Good to see you again Maznar..seems we always seem to find ourselves in the thick of it."

Hakon - 6-1A: Powderkeg

Starting Location Shrine
Loot
None
Starting Hand - Favored Card Weapon

"

Hakon wrote:

Hand: War Drum (Core), s1Augury, Tussah Silk Coat, Detect Thoughts, Longspear (Core),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use (Bastet grants rerolls). Cards available to bury for local Str checks (1 maybe 2)
Movement: Will follow Maznar to where he goes. Barring that order of movement if location closed is Shrine, Plaza, Shop, Tenement, Alley, Abandoned Shacks, Twisting Passages
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Standard Bearer, Dandy Brute, Strength, w2Longsword (Core), Sage's Journal (Core), s2Cure (Core), w1Dwarven Longhammer +1, Masque, Gambeson, 1 BotG, BoBastet
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (□ or a local check against a monster), you may bury a card from your hand (□ or discards) to add your Diplomacy.
□ At the end of your turn, you may move;any local characters may move with you.
Divine Intervention

Spoiler:
Fangwood Thieves Reward #2: [ ] [ ] [ ] Divine Intervention: Check a box that precedes this reward to freely play a blessing on a check.

"


Half-Elf Tier 1 Gunslinger 347236-1001 | Deck Handler

Lirianne quietly looks around to assess the situation. She finds it dire and wonders how the people will ever overcome this. But in remembering Viora’s words, she gathers her courage to look people in the eyes, not knowing if she will be able to give them the help they deserve.

Liranne - 6-1A: Powderkeg

Starting Location #5: Abandoned Shacks
Loot
None
Starting Hand - Favored Card Weapon

"

Lirianne wrote:

Hand: Blessing of Achaekek, Surgeon, Toxic Blunderbuss +1, Alchemist's Fire, Blessing of Calistria, Alkenstar Pistol,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Buckler Gun, Blessing of the Gods, Masterwork Tools, Benevolent Buckler, Blessing of Alkenstar, Chakram, Arquebus, Quartermaster, Emerald of Dexterity, Jinx Eater, Shock Musket +1
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury ([ ] or discard) ([ ] or
recharge)
it or shuffle it into your deck, you may keep it and perform the required action
with another card instead.

When you encounter a monster, you may examine the top card of your deck. If it has the
Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card
that has the Firearm trait from your discard pile.)

"


Human Tier 2 Vigilante 1348771-1002 | Deck Handler

Aric draws in a deep breath, filtering the smoky air through an immaculate handkerchief. "Well this seems... terrible."

He turns to his companions. "Lirianne, Maznar... er, other folks. The shop looks like a good place to meet people and avoid trouble; if you need me I'll be there."

Almost as an afterthought, he adds, "Oh, watch out for that scoundrel, the Red Raven. No doubt he's mixed up in this mess." He steps away, covering his mouth with the handkerchief. Somewhere nearby, an unseen raven caws ominously. Or did that noise come from Aric?

The nobleman coughs. "That definitely wasn't me!" he says to no one in particular.

Starting Hand
Aric - 6-1A: Powderkeg

Loot
none

Starting Location
Shop

Starting Hand
Favored Card: none

Aric wrote:

Hand: Mask of the Red Raven, Sword Cane, Quick-Change Mask, Psychic Detective, Flawless Monocle, Gambeson,

Displayed:
Current Location: Shop
Kit: Mindblade, Hand Cannon, Thieves' Tools,
Deck: 11 Discard: 0 Buried: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lookout, Masque, Lockpick Shield, Spyglass, Captain's Cutlass, Burgler, Blessing of Bastet, Blessing of the Ancients, Blessing of Erastil, Rapier, Clockwork Spy
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
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3

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), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS

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

Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

At the start of Hakon's first turn I'll display Gambeson.


deck handler

Ezren sits. And waits. He's done that for a long time, and he's not stopping now.

Pretty good group we have here, he muses.

Sheet: here.

"

Ezren wrote:

Hand: Fire Snake, Acid Splash, Arcane Robes, Force Missile#Core, Codex#Core, Lightning Touch#Core,

Displayed:
Deck: 8 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement:
Other: Hi I'm Ezren!

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
Powers:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (□ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (□ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (□ 1d6).

"


During This Adventure:

During This Scenario: Harrow Suit is: TBD

Story Banes:
Dangers: Bandit, Collapse, Rescue, Thug
Villain: None
Henchmen (Closing): Rioting Mob - Proxy A

Shuffle a Proxy B into each location.

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.

If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Additional Rules:

Story Bane details:

Bandit
Spoiler:

Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Collapse
Spoiler:

Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Rescue
Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Thug
Spoiler:

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

Rioting Mob
Spoiler:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Scenario Level (#): 1

Turn: 1, Hakon/Zalarian

Random Cards:

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

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

Spoiler:
Goblin Troublemaker
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.

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

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

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

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

Spoiler:
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.

Weapons
Spoiler:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.

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

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

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

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

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

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

Spoiler:
Soothing Word
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

Spoiler:
Aid
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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

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

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

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

Spoiler:
Horn of Battle Clarity
CotCT
Item 0
Traits:
Instrument
Magic To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.

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

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

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

Allies
Spoiler:
Horse
Core
Ally 0
Traits:
Animal
Mount To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.

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

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

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

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

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

Spoiler:
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 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.

Hour Power: Ignore cards' before acting powers.

Top of Blessing Discard Pile:

The Trumpet:
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.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Valeros/TheGreatNateO
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:
Blessings Deck Card 2 Blessings Deck Card 2 Lirianne/fangirl0722
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Aric/AndrewValentine
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Ezren/zeroth_hour
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Maznar/danforth347
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Valeros/TheGreatNateO
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Lirianne/fangirl0722
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Aric/AndrewValentine
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Ezren/zeroth_hour
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Maznar/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Hakon/Zalarian
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Valeros/TheGreatNateO
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Lirianne/fangirl0722
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Ezren/zeroth_hour
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Maznar/danforth347
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Valeros/TheGreatNateO
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Lirianne/fangirl0722
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Ezren/zeroth_hour
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2. To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Maznar/danforth347
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:
Blessings Deck Card 24 Blessings Deck Card 24 Hakon/Zalarian
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Valeros/TheGreatNateO
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Spoiler:
Blessings Deck Card 26 Blessings Deck Card 26 Lirianne/fangirl0722
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Aric/AndrewValentine
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Ezren/zeroth_hour
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Spoiler:
Blessings Deck Card 29 Blessings Deck Card 29 Maznar/danforth347
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

Location #1: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Aric/AndrewValentine, Ezren/zeroth_hour,

Shop 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.
Shop Card 2:
Henchman Proxy B1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Shop Card 3:
Dogslicer
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Shop Card 4:
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.
Shop Card 5:
Chain Shirt
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Shop Card 6:
Spyglass
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Shop Card 7:
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.
Shop Card 8:
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shop Card 9:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Shop Card 10:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Shop Card 11:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.

Location #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 ?: 2
Located/Displayed Here:
Plaza Card 1:
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.
Plaza 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.
Plaza Card 3:
Henchman Proxy B4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Plaza Card 4:
Infernal Healing
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Plaza Card 5:
Soldier
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Plaza Card 6:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Plaza Card 7:
Sacred Candle
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Plaza Card 8:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Plaza Card 9:
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.
Plaza Card 10:
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 11:
Hide Armor
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Location #3: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here:
Alley Card 1:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Alley Card 2:
Elemental Treaty
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.

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

Alley Card 3:
Spiked Gauntlet
CotCT
Item 0
Traits:
Accessory
Piercing To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Alley Card 4:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Alley Card 5:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Alley Card 6:
Henchman Proxy A7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 7:
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.
Alley Card 8:
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.
Alley Card 9:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Alley Card 10:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Alley Card 11:
Henchman Proxy B6
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

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 ?: 2
Located/Displayed Here: Valeros/TheGreatNateO,
Tenement Card 1:
Henchman Proxy B5
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Tenement Card 2:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Tenement Card 3:
Quilted Cloth Armor
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Tenement Card 4:
Henchman Proxy A6
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tenement Card 5:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Tenement Card 6:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Tenement Card 7:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Tenement Card 8:
Codex
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Tenement Card 9:
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.
Tenement Card 10:
Archer
Core
Ally 0
Traits:
Human
Ranger To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Tenement Card 11:
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.

Location #5: 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 ?: 2
Located/Displayed Here: Lirianne/fangirl0722,
Abandoned Shacks Card 1:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Abandoned Shacks Card 2:
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.
Abandoned Shacks Card 3:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Abandoned Shacks Card 4:
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.
Abandoned Shacks Card 5:
Henchman Proxy B7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 6:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Abandoned Shacks Card 7:
Henchman Proxy A5
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Abandoned Shacks Card 8:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Abandoned Shacks Card 9:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Abandoned Shacks Card 10:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Abandoned Shacks Card 11:
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.

Location #6: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 2
Located/Displayed Here: Hakon/Zalarian, Maznar/danforth347,
Shrine Card 1:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Shrine Card 2:
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.
Shrine Card 3:
Henchman Proxy B2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Shrine Card 4:
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.
Shrine Card 5:
Henchman Proxy A2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shrine Card 6:
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.
Shrine Card 7:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Shrine Card 8:
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.
Shrine Card 9:
Lost Local
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Shrine Card 10:
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.
Shrine Card 11:
Frostbite
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here:
Twisting Passages Card 1:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Twisting Passages Card 2:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Twisting Passages Card 3:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 4:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 5:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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

Twisting Passages 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.
Twisting Passages Card 7:
Henchman Proxy B3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Twisting Passages Card 8:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Twisting Passages Card 9:
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.
Twisting Passages 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.
Twisting Passages Card 11:
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


Male Human | My Deck Handler Skald / UI (12789-1011)

Out of Turn Updates: None
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Turn - Hour: 1 - The Trumpet
Hour Rules: Ignore cards' before acting powers.

SOT: None.
Give Card: None
Move: Stay at Shrine

Taking assumption that Maznar discards hide from animals before Hakon explores and draws an animal. If assumption is incorrect, will likely invalidate turn as choices may be different if animal is not available.

Explore: Shrine Card 1: Sczarni Thief

As Hakon and Maznar enter the shrine, a man runs out with a large sack that clanks immensely. The two men stare at each other and Hakon pulls out his spear to prevent the man from fleeing

Since not alone and due to hour, BYA does not occur.

Will reveal Longspear and recharge war drum while Maznar reveals animal
Strength Check DC 9+1+1=11: 1d10 + 1d8 + 3 + 1d4 + 1d4 ⇒ (5) + (4) + 3 + (2) + (4) = 18 Success

Sczarni Thief :

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

Will banish Augury to choose type Blessing to examine top 3 cards of my location
Shrine Card 2: Pharasma's Knowing
Shrine Card 3: Henchman Proxy B2 (I assume we don't know the type of danger although that gets weird if not known for examine powers)
Shrine Card 4: Cayden Cailean's Revelry

Will put following on Top and rest will be shuffled
Shrine Card 2: Pharasma's Knowing
Shrine Card 4: Cayden Cailean's Revelry

Reminder of Scenario changes:

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Hakon ends their turn.

Hakon attempts to recover all cards in their Recovery pile.
Recovery Check for Augury: Arcane Check DC 8: 1d4 + 1d4 ⇒ (2) + (3) = 5 Spell is discarded

Hakon resets their hand.

"

Hakon wrote:

Hand: Longspear (Core), Detect Thoughts, Tussah Silk Coat, s2Cure (Core), Masque,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use (Bastet grants rerolls). Cards available to bury for local Str checks (1 maybe 2)
Movement: Will follow Maznar to where he goes. Barring that order of movement if location closed is Shrine, Plaza, Shop, Tenement, Alley, Abandoned Shacks, Twisting Passages
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Strength, Sage's Journal (Core), 1 BotG, w1Dwarven Longhammer +1, w2Longsword (Core), BoBastet, Gambeson, Dandy Brute, Standard Bearer
Recharged: War Drum (Core),
Discard Pile: s1Augury,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (□ or a local check against a monster), you may bury a card from your hand (□ or discards) to add your Diplomacy.
□ At the end of your turn, you may move;any local characters may move with you.
Divine Intervention

Spoiler:
Fangwood Thieves Reward #2: [ ] [ ] [ ] Divine Intervention: Check a box that precedes this reward to freely play a blessing on a check.

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (1)
Notes for Maznar: Spell is discarded for animal ally
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances
Aric, Ezren - Loc 1 Shop 1-11 remain
Loc 2 Plaza 1-11 remain
Loc 3 Alley 1-11 remain
Valeros - Loc 4 Tenement 1-11 remain
Lirianne - Loc 5 Abandoned Shacks 1-11 remain
Maznar, Hakon - Loc 6 Shrine 2,4 (Random 3-11) remain // 2=Pharasma's Knowing (Bl1), 3=Danger, 4=Cayden Cailean's Revelry (Bl1)
Loc 7 Twisting Passages 1-11 remain


I forgot the Adventure power: "At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #."

Random harrow blessing:

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.

Harrow suit is: Books


During This Adventure:

During This Scenario: Harrow Suit is: Books.

Shuffle a Proxy B into each location.

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.

If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Story Banes:
Dangers: Bandit, Collapse, Rescue, Thug
Villain: None
Henchmen (Closing): Rioting Mob - Proxy A

Additional Rules:

Story Bane details:

Bandit
Spoiler:

Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Collapse
Spoiler:

Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Rescue
Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Thug
Spoiler:

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

Rioting Mob
Spoiler:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Scenario Level (#): 1

Turn: 2, Valeros/TheGreatNateO

Random Cards:

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

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

Spoiler:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

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

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

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

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

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

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

Weapons
Spoiler:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.

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

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

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

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

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

Spoiler:
Soothing Word
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Troubadour
Core
Ally 0
Traits:
Bard
Human To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

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

Spoiler:
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:
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 Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.

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.

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

Top of Blessing Discard Pile:

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.

Blessings Remaining: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Lirianne/fangirl0722
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Aric/AndrewValentine
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Ezren/zeroth_hour
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Maznar/danforth347
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Valeros/TheGreatNateO
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Lirianne/fangirl0722
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Aric/AndrewValentine
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Ezren/zeroth_hour
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Maznar/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Hakon/Zalarian
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Valeros/TheGreatNateO
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Lirianne/fangirl0722
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Ezren/zeroth_hour
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Maznar/danforth347
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Valeros/TheGreatNateO
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Lirianne/fangirl0722
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Ezren/zeroth_hour
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2. To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Maznar/danforth347
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:
Blessings Deck Card 23 Blessings Deck Card 23 Hakon/Zalarian
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Valeros/TheGreatNateO
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Lirianne/fangirl0722
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 26 Blessings Deck Card 26 Aric/AndrewValentine
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Ezren/zeroth_hour
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Maznar/danforth347
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

Location #1: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Aric/AndrewValentine, Ezren/zeroth_hour, Proxy B

Shop 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.
Shop Card 2:
Henchman Proxy B1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Shop Card 3:
Dogslicer
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Shop Card 4:
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.
Shop Card 5:
Chain Shirt
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Shop Card 6:
Spyglass
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Shop Card 7:
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.
Shop Card 8:
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shop Card 9:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Shop Card 10:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Shop Card 11:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.

Location #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 ?: 2
Located/Displayed Here: Proxy B
Plaza Card 1:
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.
Plaza 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.
Plaza Card 3:
Henchman Proxy B4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Plaza Card 4:
Infernal Healing
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Plaza Card 5:
Soldier
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Plaza Card 6:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Plaza Card 7:
Sacred Candle
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Plaza Card 8:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Plaza Card 9:
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.
Plaza Card 10:
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 11:
Hide Armor
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Location #3: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Proxy B
Alley Card 1:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Alley Card 2:
Elemental Treaty
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.

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

Alley Card 3:
Spiked Gauntlet
CotCT
Item 0
Traits:
Accessory
Piercing To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Alley Card 4:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Alley Card 5:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Alley Card 6:
Henchman Proxy A7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 7:
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.
Alley Card 8:
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.
Alley Card 9:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Alley Card 10:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Alley Card 11:
Henchman Proxy B6
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

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 ?: 2
Located/Displayed Here: Valeros/TheGreatNateO, Proxy B
Tenement Card 1:
Henchman Proxy B5
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Tenement Card 2:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Tenement Card 3:
Quilted Cloth Armor
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Tenement Card 4:
Henchman Proxy A6
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tenement Card 5:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Tenement Card 6:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Tenement Card 7:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Tenement Card 8:
Codex
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Tenement Card 9:
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.
Tenement Card 10:
Archer
Core
Ally 0
Traits:
Human
Ranger To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Tenement Card 11:
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.

Location #5: 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 ?: 2
Located/Displayed Here: Lirianne/fangirl0722, Proxy B
Abandoned Shacks Card 1:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Abandoned Shacks Card 2:
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.
Abandoned Shacks Card 3:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Abandoned Shacks Card 4:
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.
Abandoned Shacks Card 5:
Henchman Proxy B7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 6:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Abandoned Shacks Card 7:
Henchman Proxy A5
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Abandoned Shacks Card 8:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Abandoned Shacks Card 9:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Abandoned Shacks Card 10:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Abandoned Shacks Card 11:
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.

Location #6: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 2
Located/Displayed Here: Hakon/Zalarian, Maznar/danforth347, Proxy B
Shrine Card 1 (Pharasma's Knowing):
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Shrine Card 2 (Cayden Cailean's Revelry):
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.
Shrine Card 3:
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Shrine Card 4:
Lost Local
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Shrine Card 5:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Shrine Card 6:
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.
Shrine Card 7:
Frostbite
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Shrine Card 8:
Henchman Proxy B2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Shrine Card 9:
Henchman Proxy A2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shrine Card 10:
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.

Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Proxy B
Twisting Passages Card 1:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Twisting Passages Card 2:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Twisting Passages Card 3:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 4:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 5:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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

Twisting Passages 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.
Twisting Passages Card 7:
Henchman Proxy B3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Twisting Passages Card 8:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Twisting Passages Card 9:
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.
Twisting Passages 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.
Twisting Passages Card 11:
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


Male Human (Weapon 2) Tier 2 Fighter | 2 Hero Points | My Deck Handler

Out of Turn Updates: None
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Turn: # 2 - Hour is: Nethys's Duality - Hour Power: On your check against a spell, add 1d4
Give Card: None
Move: Stay at Tenement
Explore: Tenement Card 1 - Henchman Proxy B5

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

I will use my Diplomacy Skill (1d6+2) and Lirianne's Blessing of Achaekek (2d6)
Rioting Mob - Diplomacy DC 7: 3d6 + 2 ⇒ (2, 1, 5) + 2 = 10 - Success

I will Close Tenement - Bury a boon, Bury: Night Watch

Tenement Location is Closed

I will end my Turn
Nothing to Recover
Will Reset my hand to 4 (Draw 1)

Valeros wrote:

Hand: Crowbar#CORE, Chain Mail#CORE (1), Blessing of the Samurai (1), Longsword#CORE,

Displayed:
Deck: 10 Discard: 0 Buried: 1

NOTES:
Available Support: 1 Card(s)s are available for Local Combat support 1d4 | Blessing of the Samurai (1)
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mace#CORE, Camel, Longspear#CORE, Chain Mail#CORE (2), Kikko Armor, Naginata, Banner, Blessing of the Samurai (2), Blessing of the Samurai (3), Quartermaster
Recharged:
Discard Pile:
Buried Pile: Night Watch,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strenght +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.


Male Human (Weapon 2) Tier 2 Fighter | 2 Hero Points | My Deck Handler

Out of Turn Updates: Prior Turn Is Void, Redoing turn
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Turn: # 2 - Hour is: Nethys's Duality - Hour Power: On your check against a spell, add 1d4
Give Card: None
Move: Stay at Tenement
Explore: Henchman Proxy B5

I will Roll for Danger
Danger: 1d4 ⇒ 3 - Rescue

Rescue:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

For Combat I use my Melee Skill (1d10+2) and will Reveal: Longsword#CORE (1d8)
Rescue - Combat DC 7: 1d10 + 1d8 + 2 ⇒ (3) + (5) + 2 = 10 - Success

I will end my turn
I will try to Recover Cards - None
I will Reset hand to 4 - Draw 0 Card(s)

Valeros wrote:

Hand: Crowbar#CORE, Night Watch, Blessing of the Samurai (1), Longsword#CORE,

Displayed:
Deck: 11 Discard: 0 Buried: 0

NOTES:
Available Support: 1 Card(s)s are available for Local Combat support 1d4 | Blessing of the Samurai (1)
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Naginata, Mace#CORE, Longspear#CORE, Blessing of the Samurai (2), Quartermaster, Chain Mail#CORE (2), Camel, Chain Mail#CORE (1), Banner, Kikko Armor, Blessing of the Samurai (3)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strenght +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.


During This Adventure:

During This Scenario: Harrow Suit is: Books.

Shuffle a Proxy B into each location.

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.

If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Story Banes:
Dangers: Bandit, Collapse, Rescue, Thug
Villain: None
Henchmen (Closing): Rioting Mob - Proxy A

Additional Rules:

Story Bane details:

Bandit
Spoiler:

Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Collapse
Spoiler:

Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Rescue
Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Thug
Spoiler:

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

Rioting Mob
Spoiler:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Scenario Level (#): 1

Turn: 3, Lirianne/fangirl0722

Random Cards:

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

Spoiler:
Cave Lizard
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.

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

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

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

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

Spoiler:
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:
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:
Sling
Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

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

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

Spells
Spoiler:
Aid
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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

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

Spoiler:
Enchant Weapon
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

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

Spoiler:
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.

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

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

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

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

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

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

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

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

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

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

Blessings
Spoiler:
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.

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

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

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

Hour Power: On your check against an Animal or Elemental card, add 1d4.

Top of Blessing Discard Pile:

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.

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Aric/AndrewValentine
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Ezren/zeroth_hour
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played. To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Maznar/danforth347
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Valeros/TheGreatNateO
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Lirianne/fangirl0722
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Aric/AndrewValentine
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Ezren/zeroth_hour
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Maznar/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Hakon/Zalarian
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Valeros/TheGreatNateO
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Lirianne/fangirl0722
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Ezren/zeroth_hour
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Maznar/danforth347
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Valeros/TheGreatNateO
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Lirianne/fangirl0722
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Ezren/zeroth_hour
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2. To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Maznar/danforth347
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:
Blessings Deck Card 22 Blessings Deck Card 22 Hakon/Zalarian
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Valeros/TheGreatNateO
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Lirianne/fangirl0722
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Aric/AndrewValentine
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Spoiler:
Blessings Deck Card 26 Blessings Deck Card 26 Ezren/zeroth_hour
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Maznar/danforth347
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

Location #1: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Aric/AndrewValentine, Ezren/zeroth_hour, Proxy B

Shop 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.
Shop Card 2:
Henchman Proxy B1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Shop Card 3:
Dogslicer
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Shop Card 4:
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.
Shop Card 5:
Chain Shirt
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Shop Card 6:
Spyglass
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Shop Card 7:
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.
Shop Card 8:
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shop Card 9:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Shop Card 10:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Shop Card 11:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.

Location #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 ?: 2
Located/Displayed Here: Proxy B
Plaza Card 1:
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.
Plaza 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.
Plaza Card 3:
Henchman Proxy B4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Plaza Card 4:
Infernal Healing
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Plaza Card 5:
Soldier
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Plaza Card 6:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Plaza Card 7:
Sacred Candle
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Plaza Card 8:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Plaza Card 9:
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.
Plaza Card 10:
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 11:
Hide Armor
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Location #3: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Proxy B
Alley Card 1:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Alley Card 2:
Elemental Treaty
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.

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

Alley Card 3:
Spiked Gauntlet
CotCT
Item 0
Traits:
Accessory
Piercing To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Alley Card 4:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Alley Card 5:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Alley Card 6:
Henchman Proxy A7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 7:
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.
Alley Card 8:
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.
Alley Card 9:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Alley Card 10:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Alley Card 11:
Henchman Proxy B6
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

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: Valeros/TheGreatNateO,
Tenement Card 1:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Tenement Card 2:
Quilted Cloth Armor
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Tenement Card 3:
Henchman Proxy A6
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tenement Card 4:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Tenement Card 5:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Tenement Card 6:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Tenement Card 7:
Codex
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Tenement Card 8:
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.
Tenement Card 9:
Archer
Core
Ally 0
Traits:
Human
Ranger To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Tenement Card 10:
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.

Location #5: 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 ?: 2
Located/Displayed Here: Lirianne/fangirl0722, Proxy B
Abandoned Shacks Card 1:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Abandoned Shacks Card 2:
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.
Abandoned Shacks Card 3:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Abandoned Shacks Card 4:
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.
Abandoned Shacks Card 5:
Henchman Proxy B7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 6:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Abandoned Shacks Card 7:
Henchman Proxy A5
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Abandoned Shacks Card 8:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Abandoned Shacks Card 9:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Abandoned Shacks Card 10:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Abandoned Shacks Card 11:
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.

Location #6: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 2
Located/Displayed Here: Hakon/Zalarian, Maznar/danforth347, Proxy B
Shrine Card 1 (Pharasma's Knowing):
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Shrine Card 2 (Cayden Cailean's Revelry):
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.
Shrine Card 3:
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Shrine Card 4:
Lost Local
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Shrine Card 5:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Shrine Card 6:
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.
Shrine Card 7:
Frostbite
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Shrine Card 8:
Henchman Proxy B2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Shrine Card 9:
Henchman Proxy A2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shrine Card 10:
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.

Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Proxy B
Twisting Passages Card 1:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Twisting Passages Card 2:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Twisting Passages Card 3:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 4:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 5:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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

Twisting Passages 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.
Twisting Passages Card 7:
Henchman Proxy B3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Twisting Passages Card 8:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Twisting Passages Card 9:
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.
Twisting Passages 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.
Twisting Passages Card 11:
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


Half-Elf Tier 1 Gunslinger 347236-1001 | Deck Handler

Out of Turn Updates: None
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Hour 3 - Gozreh's Growth

Hour Power: On your check against an Animal or Elemental card, add 1d4.

Start of Turn: None
Move:Remain at Abandoned Shacks

Gozreh's Growth:

Core
Blessing 1
Traits: None
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.

Explore: Mountebank

Mountebank:

CotCT
Barrier 0
Traits: None
Task
To Defeat: Wisdom:Diplomacy/Stealth 6
If undefeated, bury the top card of your deck.

Discard Blessing of Calistra to add d8 to Wisdom Check (d8)

Wisdom: 2d8 ⇒ (2, 7) = 9 - Success!

An all too well dressed man starts to tell Lirianne a tale of woe, asking for help. In spite of her state of shock over the immense destruction of the town, Lirianne was able to sniff out the lie by the Order of the Montebank. “You can’t fool me this time!”, she said to herself, teeth clenched as she watched the snake turn on his heel and walk away.

Update hand and End Turn

"

Lirianne wrote:

Hand: Blessing of Achaekek, Surgeon, Toxic Blunderbuss +1, Alchemist's Fire, Blessing of the Gods, Alkenstar Pistol,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Benevolent Buckler, Shock Musket +1, Emerald of Dexterity, Masterwork Tools, Chakram, Arquebus, Quartermaster, Jinx Eater, Buckler Gun, Blessing of Alkenstar
Recharged:
Discard Pile: Blessing of Calistria,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury ([ ] or discard) ([ ] or
recharge)
it or shuffle it into your deck, you may keep it and perform the required action
with another card instead.

When you encounter a monster, you may examine the top card of your deck. If it has the
Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card
that has the Firearm trait from your discard pile.)

"


Human Tier 2 Vigilante 1348771-1002 | Deck Handler

Out of Turn Updates: None
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Turn 4 - BD Card 1: Prayer - No Effect

SoT: None

Give Card: None
Move: Stay at the Shop

The tiny bell mounted over the door dings cheerfully as Aric enters the quaint shop. Disappointingly, it seems entirely devoid of customers. He pauses, slips his lockpicks back into his pocket, steps outside (*ding!*), and notices the "OPEN/CLOSED" sign incorrectly arranged in the window with the "CLOSED" side out. He reenters the shop (*ding!*), and helpfully turns the sign around. A moment later, Ezren enters the shop (*ding!*).

"See?" he says to the wizard. "It's working already!"

"Yes, yes, I'm coming! Leave the bell alone!" A lanky man scuttles awkwardly down a tight spiral stair behind the counter. Aric ducks and tumbles behind a low, long table, hopping nimbly to his feet on the other side of the room. The shopkeeper dismounts the stair and directs a scornful look at Ezren, now standing alone by the door.

"We're closed!" the shopkeeper barks. "Can't you read the sign?" He scratches his head. "Could'a sworn I locked up..."

"No need to thank us," Aric smoothly interjects, startling the shopkeeper. "We've barely begun to save your business!"

The man raises his finger, about to unload a torrent of choice words at the intruder, when he notices the finery that marks Aric as a nobleman. The words die on his lips, and the raised finger droops ever so slightly.

And in that instant, adventure happened.

Explore: Shop Card 1 - Poison Gas (Barrier 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.

A canister crashes through the window, spewing toxic green fumes that threaten to fill the shop with foul-smelling smoke.

I recharge Quick-Change Mask to use Diplomacy for this non-combat check.
Disable 7: 1d10 + 5 ⇒ (1) + 5 = 6 *sigh*

Without hesitation, Aric scoops up the perforated canister and hands it to the shopkeeper. "Hold this!"

The lanky man recoils in horror. "Are you crazy?!"

I use the reroll from my Ultra•PRO Pathfinder Adventure Card Game Character Mat (thanks, Nate!).

Disable 7: 1d10 + 5 ⇒ (6) + 5 = 11

"Crazy like a raven! Er, I mean a fox! Now, put your fingers here, and here, and your thumb goes right here, and twist your wrist just so, yes, I know it hurts, but just for a minute, and press this part against your chest, and we're done!"

Aric steps back, leaving the flabbergasted shopkeeper wide-eyed, sweating, and awkwardly holding the canister.

"Try not to move too much..."

"But-"

"...or talk."

I discard Psychic Detective to examine the top card of the location deck, with the option to explore it. Per my power, I replace my character with the Red Raven, then exchange a card in my hand (Mask of the Red Raven) with a card in my kit (Thieves' Tools).
Top card is Henchman Proxy B1. I will encounter it.

Danger Zone! Bandit, Collapse, Rescue, Thug: 1d4 ⇒ 2 Collapse

Collapse:
Core
Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Aric slips behind a convenient bookshelf.
...to be continued...


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Human Tier 2 Vigilante 1348771-1002 | Deck Handler

The bookshelf starts to shake. Decorative glass bottles, perched precariously on the topmost shelf, wobble alarmingly. Then, a deep voice is heard coming seemingly from everywhere and no where, but mostly from behind the bookshelf:

"Was that a load-bearing window?"

A figure steps into the light, his scarlet costume swirling mysteriously around him.

The shopkeeper gasps, nearly dropping the poison canister in his excitement. "It's the Red Raven!"

"Correction," the figure intones. "It's [color=red]The Red Raven[/color]!"

Acrobatics 7: 1d10 + 4 ⇒ (7) + 4 = 11 Success!

Without a moment to lose, the Scarlet Avenger leaps from behind the tottering bookshelf. He wraps the shopkeeper protectively in his cloak, turning his own back towards the glass storefront through which the canister was launched. In front of him, the bookshelf topples, spilling books all over the floor. The glass bottles never had a chance.

"Red Raven, you saved us!" Horror replaces relief as he remembers: "The canister!"

"What cannister?"

The lanky man looks in awe at his empty hands. He casts about, but the poison bomb is nowhere to be seen.

"How did you-" but before he can complete the thought, the Red Raven is off, examining the broken window with great interest.

I end my turn and reset my hand (1 card).

Red Raven wrote:

Hand: Rapier, Sword Cane, Thieves' Tools, Flawless Monocle,

Displayed: Gambeson,
Current Location: Shop
Kit: Mindblade, Hand Cannon, Mask of the Red Raven,
Deck: 11 Discard: 1 Buried: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Captain's Cutlass, Lockpick Shield, Spyglass, Blessing of Erastil, Blessing of the Ancients, Clockwork Spy, Burgler, Blessing of Bastet, Lookout, Masque
Recharged: Quick-Change Mask,
Discard Pile: Psychic Detective,
Buried Pile:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3

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), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (1)
Notes for Maznar: Spell is discarded for animal ally
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances
Aric, Ezren - Loc 1 Shop 3-11 remain
Loc 2 Plaza 1-11 remain
Loc 3 Alley 1-11 remain
Valeros - Loc 4 Tenement 1-11 remain
Lirianne - Loc 5 Abandoned Shacks 1-11 remain
Maznar, Hakon - Loc 6 Shrine 2,4 (Random 3-11) remain // 2=Pharasma's Knowing (Bl1), 3=Danger, 4=Cayden Cailean's Revelry (Bl1)
Loc 7 Twisting Passages 1-11 remain


deck handler

Out of Turn Updates: None

Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Hour: The Forge (When this is the hour: On your check, add 1 for each type of boon played.)
SOT: Examine top card of deck. It is a Spellbook.
Give Card: None
Move: Stay
Explore: Shop Card 3 - Dogslicer

Ezren watched as Aric pulled a lot of sleight of hand tricks. He suspected a connection between Aric and the Red Raven, but figured Aric would have a reason for putting on a mask, and decided to keep the information to himself. After the shopkeep gained his composure, Ezren decided to ask about whether or not looters have come. The shopkeep knew about the rumours, but hadn't actually seen any around the shop. Meanwhile, the shopkeep was plying his wares to Ezren. He seems to be very insistent, Ezren thought.

Reveal Codex on the check, but not one of my Arcane substitutes on it. +1 due to Forge

Strength 7: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Ezren decided to politely refuse. He did want to scout around a bit, so he discretely waved a few signs while the shopkeep was distracted.

Recharge Lightning Touch to examine the top card of the location. It is a Locate Object. Ooh. Ezren discards Arcane Robes to explore. Reveal Codex again.

Arcane 6: 1d12 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10

He spies a Locate Object spell that he convinces the shopkeep to sell him.

Ezren immediately casts the spell to get a better feel for the surroundings. It locates a Chain Shirt.

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

He is able to convince the shopkeep to throw in a Chain Shirt for good measure as the duo continue to search for the looters.

Ezren displays the Chain Shirt immediately.

Recover the Locate Object.

Arcane 8: 1d12 + 2 ⇒ (5) + 2 = 7

EOT: End Turn and Reset hand

"

Ezren wrote:

Hand: Fire Snake, Acid Splash, Spellbook#Post-Core, Force Missile#Core, Codex#Core, Fox#Core,

Displayed: Chain Shirt#Core,
Deck: 7 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Force Missile can add 2d4 to any combat. Fox adds 1d4 to any INT/WIS check.
Movement:
Other: Hi I'm Ezren!

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
Powers:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (□ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (□ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (□ 1d6).

"

Summary
Acquired: Locate Object, Chain Shirt
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None


STR d8 +1 | DEX d4 | CON d8 (FOR +1) | INT d6 | WIS d10 +1 (DIV +3; SUR +2) | CHA d6 | Deck Handler

Out of Turn Updates: At start of Hakon's turn, Maznar discards Hide From Animals to search deck for Giant Weasel
Hour: Blessings Deck Card 4 - The Tyrant
Hour Rules: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar

Maznar leaves Hakon to deal with the pesky thief. Walking into the shrine, the feeling of being watched cascades over him. Pausing to offer a prayer, Maznar gains some new insights.

Exploration: Shrine Card 1 - Encounter:

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.

Maznar reveals Giant Weasel to add 1d4 to DIV check. Add 2 from the location.
Check to Acquire Pharasma's Knowing: DIVINE: WISDOM + 3: 4+#: 1d10 + 1 + 3 + 1d4 + 2 ⇒ (1) + 1 + 3 + (1) + 2 = 8 Success

Maznar discards Pharasma's Knowing to draw 2 cards, then recharge 2 cards. Then explore again.

Maznar draws Crow and Quarterstaff, then recharges Crow and Holy Stone. Then explores again.

With the renewed spiritual energy surging through him, Maznar examines some books and runes strewn about. The thief must not have thought them valuable.

Exploration 2: Shrine Card 2 - Encounter:

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.

Maznar reveals Giant Weasel to add 1d4 to DIV check. Add 2 from the location.
Check to Acquire Cayden Cailean's Revelry : DIVINE: WISDOM + 3: 4+#: 1d10 + 1 + 3 + 1d4 ⇒ (2) + 1 + 3 + (1) = 7 Success

Maznar discards Cayden Cailean's Revelry to explore again.

The book talks of a man known as the Lucky Drunk. "I would be lucky to be drunk right now." Maznar grumbled.

"You'd be lucky to be dead, thief!" The deep-throated shout startles Maznar out of his daydream..

Exploration 3: Shrine Card 3 - Encounter:

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.

Maznar reveals Giant Weasel to add 1d4 to CHA check.
Maznar discards Blessing of the Gods 4 to add die to CHARISMA check.
Check to Defeat Dissident Guard : CHARISMA: 6: 2d6 + 1d4 ⇒ (3, 6) + (1) = 10 Success

"You fool, the thief ran thattaway. My tall companion should have him tied up by now." Maznar easily side steps the guard's attack and hits him upside the head with the book.

"You are lucky I'm not drunk. I tend to be less forgiving and more of a fighter."

EOT: End Turn, Recovery, and Reset hand

Maznar wrote:

Hand: Quarterstaff, Holy Stone, Viper Strike, Hide Armor, Pearl of Wisdom, Giant Weasel,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Reveal my Animal Ally for + 1d4 for any check at my location.
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 random cards from her discard pile into her deck.
Movement: Twisting Passages, Alley, Plaza
Other: Hi I'm Maznar! Please bot me if I need to Guard my location

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2
Favored Card: Blessings
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
Powers:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 +1 random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


STR d8 +1 | DEX d4 | CON d8 (FOR +1) | INT d6 | WIS d10 +1 (DIV +3; SUR +2) | CHA d6 | Deck Handler

Maznar turn continued...

Maznar acquires Standard Bearer and promptly discards to explore once again...

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.

Exploration 4: Shrine Card 4 - Encounter:

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

Maznar reveals Giant Weasel to add 1d4 to SUR check. Add 1d4 for Standard Bearer, add + 2 for location.
Check to Defeat Lost Local: SURVIVAL: WISDOM + 2: 7: 1d10 + 1 + 2 + 1d4 + 1d4 + 2 ⇒ (7) + 1 + 2 + (2) + (3) + 2 = 17 Success

EOT: End Turn, Recovery, and Reset hand

Maznar wrote:

Hand: Quarterstaff, Holy Stone, Viper Strike, Hide Armor, Pearl of Wisdom, Giant Weasel,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Hero Points: 0
NOTES:
Available Support: Reveal my Animal Ally for + 1d4 for any check at my location.
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 random cards from her discard pile into her deck.
Movement: Twisting Passages, Alley, Plaza
Other: Hi I'm Maznar! Please bot me if I need to Guard my location

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2
Favored Card: Blessings
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
Powers:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 +1 random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


Male Human | My Deck Handler Skald / UI (12789-1011)

Out of Turn Updates: None
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar

Turn - Hour: 7 - Erastil's Eye
Hour Rules: Blessings Deck Card 4 Hakon/Zalarian
Erastil's Eye (Blessing 1..see below)

Looks around for any wild places but the nearby storms make it better to stay in the city

SOT: Will Discard Detect Life to draw Augury to hand.
Give Card: Pass Cure to Maznar
Move: Stay at Shrine
Explore: Shrine Card 5: Werewolf

Will reveal Longspear; hour level is 1; Maznar reveals animal
Strength Check DC 11: 1d10 + 1d8 + 3 + 1d4 ⇒ (8) + (1) + 3 + (1) = 13 Monster Defeated
May discard weapon and reroll
I may not play an Offhand boon this encounter.

Werewolf :

Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.

Will discard Masque to explore
Explore: Shrine Card 6: Sands of the Hour
Location adds 2 to divine checks and Maznar reveals animal
Untrained Divine Skill Check DC 4: 1d4 + 2 + 1d4 ⇒ (3) + 2 + (3) = 8 Auto Success

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.

Will discard Sands of the Hour to examine top card and will explore
Explore: Shrine Card 7: Frostbite

Spell is of great interest and not only is Maznar's animal recruited but Ezren's as well

Intelligence Check DC 6 with Maznar weasel and Ezren's fox (1 is char ability): 1d6 + 1d4 + 1d4 ⇒ (3) + (4) + (1) = 8 Success

Frostbite :

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

Will banish Augury to choose type Story Bane to examine top 3 cards of my location
Shrine Card 8: Henchman Proxy B2
Shrine Card 9: Henchman Proxy A2
Shrine Card 10:Labyrinth

Will put following on Top and rest will be shuffled
Shrine Card 9: Henchman Proxy A2
Shrine Card 8: Henchman Proxy B2

Remainder barrier is on bottom since only 3 cards remain

Will have Maznar use cure spell I passed on Hakon
"Shrine seems like a good place as any if not better
"

Cure 1d4+1 Cards: 1d4 + 1 ⇒ (3) + 1 = 4 all 3 cards are shuffled

Reminder of Scenario changes:

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Hakon ends their turn.

Hakon attempts to recover all cards in their Recovery pile.
Recovery Check for Augury: Arcane Check DC 8: 0d4 ⇒ (-) = 0 Choose 0 as check result. Spell is discarded

Maznar attempts to recover all cards in their Recovery pile.(Botting with loc power and animal)
Divine Check DC 8: 1d10 + 4 + 2 + 1d4 ⇒ (5) + 4 + 2 + (1) = 12 Auto Success

Hakon resets their hand.

"

Hakon wrote:

Hand: w3Longspear (Core), Frostbite, Tussah Silk Coat, Sands of the Hour, Masque,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use (Bastet grants rerolls). Cards available to bury for local Str checks (1 maybe 2)
Movement: Will follow Maznar to where he goes. Barring that order of movement if location closed is Shrine, Plaza, Shop, Tenement, Alley, Abandoned Shacks, Twisting Passages
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Detect Thoughts, Sage's Journal (Core), BoBastet, Dandy Brute, Standard Bearer, 1 BotG, War Drum (Core), w1Dwarven Longhammer +1, Gambeson, Strength, w2Longsword (Core)
Recharged:
Discard Pile: s1Augury,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (□ or a local check against a monster), you may bury a card from your hand (□ or discards) to add your Diplomacy.
□ At the end of your turn, you may move;any local characters may move with you.
Divine Intervention

Spoiler:
Fangwood Thieves Reward #2: [ ] [ ] [ ] Divine Intervention: Check a box that precedes this reward to freely play a blessing on a check.

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (3)
Notes for Maznar: Given cure by Hakon and used/recharged it
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances
Aric, Ezren - Loc 1 Shop 6-11 remain
Loc 2 Plaza 1-11 remain
Loc 3 Alley 1-11 remain
Valeros - Loc 4 Tenement 1-11 remain
Lirianne - Loc 5 Abandoned Shacks 2-11 remain
Maznar, Hakon - Loc 6 Shrine 9,8,10 remain // 8 = Danger B2,9=Closing Henchman A2,10=Labyrinth
Loc 7 Twisting Passages 1-11 remain


During This Adventure:

During This Scenario: Harrow Suit is: Books.

Shuffle a Proxy B into each location.

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.

If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Story Banes:
Dangers: Bandit, Collapse, Rescue, Thug
Villain: None
Henchmen (Closing): Rioting Mob - Proxy A

Additional Rules:

Story Bane details:

Bandit
Spoiler:

Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Collapse
Spoiler:

Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Rescue
Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Thug
Spoiler:

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

Rioting Mob
Spoiler:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Scenario Level (#): 1

Turn: 8, Valeros/TheGreatNateO

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:
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:
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:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

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

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

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

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

Spoiler:
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.

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

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

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

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

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


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

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


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

Armors
Spoiler:
Helm
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.

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

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

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

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

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

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:
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:
Horn of Battle Clarity
CotCT
Item 0
Traits:
Instrument
Magic To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.

Allies
Spoiler:
Sage
Core
Ally 0
Traits:
Arcanist
Human To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.

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

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

Spoiler:
Frog
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

Spoiler:
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.

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

Spoiler:
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:
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: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.

Top of Blessing Discard Pile:

The Courtesan:
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.

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Lirianne/fangirl0722
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Aric/AndrewValentine
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Ezren/zeroth_hour
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Maznar/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Hakon/Zalarian
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Valeros/TheGreatNateO
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Lirianne/fangirl0722
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Ezren/zeroth_hour
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Maznar/danforth347
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Valeros/TheGreatNateO
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Lirianne/fangirl0722
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Ezren/zeroth_hour
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2. To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Maznar/danforth347
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:
Blessings Deck Card 17 Blessings Deck Card 17 Hakon/Zalarian
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Valeros/TheGreatNateO
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Lirianne/fangirl0722
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Aric/AndrewValentine
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Ezren/zeroth_hour
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Maznar/danforth347
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

Location #1: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Aric/AndrewValentine, Ezren/zeroth_hour,

Shop Card 1:
Spyglass
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Shop Card 2:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Shop Card 3:
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shop Card 4:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Shop Card 5:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Shop Card 6:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.

Location #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 ?: 2
Located/Displayed Here: Proxy B
Plaza Card 1:
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.
Plaza 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.
Plaza Card 3:
Henchman Proxy B4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Plaza Card 4:
Infernal Healing
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Plaza Card 5:
Soldier
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Plaza Card 6:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Plaza Card 7:
Sacred Candle
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Plaza Card 8:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Plaza Card 9:
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.
Plaza Card 10:
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 11:
Hide Armor
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Location #3: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Proxy B
Alley Card 1:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Alley Card 2:
Elemental Treaty
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.

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

Alley Card 3:
Spiked Gauntlet
CotCT
Item 0
Traits:
Accessory
Piercing To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Alley Card 4:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Alley Card 5:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Alley Card 6:
Henchman Proxy A7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 7:
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.
Alley Card 8:
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.
Alley Card 9:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Alley Card 10:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Alley Card 11:
Henchman Proxy B6
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

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: Valeros/TheGreatNateO,
Tenement Card 1:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Tenement Card 2:
Quilted Cloth Armor
CotCT
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Tenement Card 3:
Henchman Proxy A6
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tenement Card 4:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Tenement Card 5:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Tenement Card 6:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Tenement Card 7:
Codex
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Tenement Card 8:
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.
Tenement Card 9:
Archer
Core
Ally 0
Traits:
Human
Ranger To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Tenement Card 10:
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.

Location #5: 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: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lirianne/fangirl0722, Proxy B
Abandoned Shacks Card 1:
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.
Abandoned Shacks Card 2:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Abandoned Shacks Card 3:
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.
Abandoned Shacks Card 4:
Henchman Proxy B7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 5:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Abandoned Shacks Card 6:
Henchman Proxy A5
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Abandoned Shacks Card 7:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Abandoned Shacks Card 8:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Abandoned Shacks Card 9:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Abandoned Shacks Card 10:
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.

Location #6: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Hakon/Zalarian, Maznar/danforth347, Proxy B, Rioting Mob (Proxy A)
Shrine Card 1 (Henchman Proxy A2):
Henchman Proxy A2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shrine Card 2 (Henchman Proxy B2):
Henchman Proxy B2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Shrine Card 3:
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Proxy B
Twisting Passages Card 1:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Twisting Passages Card 2:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Twisting Passages Card 3:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 4:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 5:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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

Twisting Passages 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.
Twisting Passages Card 7:
Henchman Proxy B3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Twisting Passages Card 8:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Twisting Passages Card 9:
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.
Twisting Passages 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.
Twisting Passages Card 11:
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


Male Human (Weapon 2) Tier 2 Fighter | 2 Hero Points | My Deck Handler

Out of Turn Updates: None
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Turn: # 8 - Hour is: The Courtesan - When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
Give Card: None
Move: Stay at Tenement
Explore: Tenement Card 1 - Scythe (Weapon 0)

Scythe:

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

I will use my Melee Skill to Aquire
Aquire Scythe - Melle DC 9: 1d10 + 2 ⇒ (10) + 2 = 12 - Aquired

I will Discard: Blessing of the Samurai (1) to Explore: Tenement Card 2 - Quilted Cloth Armor (Armor 0)

Quilted Cloth Armor:

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

I will use my Fortitude Skill and Auto Acquire (DC 3): Quilted Cloth Armor

I will Discard: Night Watch to Explore: Tenement Card 3 - Proxy A6 - Rioting Mob

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

I will use my Diplomacy Skill (1d6+2) and Lirianne's and Blessing of Achaekek (2d6) for check to defeat
Rioting Mob - Diplomacy DC 7: 3d6 + 2 ⇒ (5, 4, 1) + 2 = 12 - Success

I will Bury: Longsword#CORE to close Tenement Location

Location #4: Tenement is Closed

I will end my turn
I will try to Recover Cards - None
I will Reset hand to 4 - Draw 1 Card(s)

Valeros wrote:

Hand: Crowbar#CORE, zScythe#CORE, zQuilted Cloth Armor, Quartermaster,

Displayed:
Deck: 10 Discard: 2 Buried: 1

NOTES:
Available Support: 1 Card(s)s are available for Local Combat support 1d4
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Samurai (3), Chain Mail#CORE (2), Banner, Camel, Mace#CORE, Naginata, Blessing of the Samurai (2), Kikko Armor, Longspear#CORE, Chain Mail#CORE (1)
Recharged:
Discard Pile: Blessing of the Samurai (1), Night Watch,
Buried Pile: Longsword#CORE,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strenght +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.


Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (3)
Notes for Lirianne: Valeros Used Blessing of Blessing of Achaekek
Notes for Maznar: Given cure by Hakon and used/recharged it
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances
Aric, Ezren - Loc 1 Shop 6-11 remain
Loc 2 Plaza 1-11 remain
Loc 3 Alley 1-11 remain
Valeros - Loc 4 Tenement CLOSED
Lirianne - Loc 5 Abandoned Shacks 2-11 remain
Maznar, Hakon - Loc 6 Shrine 9,8,10 remain // 8 = Danger B2,9=Closing Henchman A2,10=Labyrinth
Loc 7 Twisting Passages 1-11 remain


deck handler

As Zalarian points out, I meant to have a classic Fox in my deck, not a Core Fox (don't care about explore power). It is recharged.


Half-Elf Tier 1 Gunslinger 347236-1001 | Deck Handler

Out of Turn Updates:Allowed Valeros to use Blessing of Blessing of Achaekek
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Hour 9 - The Marriage

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

Start of Turn: Summon and encounter Sage

Sage:

Core Ally 0
Traits: Arcanist Human
To Acquire: Charisma Diplomacy Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.

Hakon will recharge Sands of the Hour to add 1d6 to CHA check

Ally Acquire Check: 2d6 ⇒ (6, 6) = 12 Sage Acquired

Give Card:None
Move:Remain at Abandoned Shacks

Explore Card 1:Mercenary

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.

Reveal Toxic Blunderbuss +1 d10+1 plus DEX/RANGED skill +2
DiscardBoG to add 1d10
Mercenary Defeat 12: 2d10 + 1 + 2 ⇒ (6, 4) + 1 + 2 = 13 = Success! (By the skin of my teeth)

Toxic Blunderbuss+1 Shuffle: 1d12 ⇒ 7 = Weapon still in my hand

Reveal Surgeon to shuffle random card from discard pile back into deck. Then Surgeon is recharged.

Blessing of Achaekek is back in deck

Discard Sage to Examine Top Card 3:Shadow
Shuffle Deck, then explore top card
Explore Top Card: 1d9 + 1 ⇒ (8) + 1 = 9

Blast Stone:

Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Blast Stone Acquire: 1d8 + 2 ⇒ (1) + 2 = 3 NO Success

End Turn. Reset hand.

Lirianne wrote:

Hand: Benevolent Buckler, Buckler Gun, Toxic Blunderbuss +1, Alchemist's Fire, Arquebus, Alkenstar Pistol,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Hero Points:
NOTES:
Available Support: Feel free to use any blessings in my hand.
Other: Bot me if you need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Jinx Eater, Chakram, Quartermaster, Blessing of Alkenstar, Emerald of Dexterity, Masterwork Tools, Blessing of Achaekek, Shock Musket +1
Recharged: Surgeon,
Discard Pile: Blessing of Calistria, Sage, Blessing of the Gods,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury ([ ] or discard) ([ ] or
recharge)
it or shuffle it into your deck, you may keep it and perform the required action
with another card instead.

When you encounter a monster, you may examine the top card of your deck. If it has the
Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card
that has the Firearm trait from your discard pile.)

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Hakon: Recharge Sands of the Hour
Notes for Maznar: Given cure by Hakon and used/recharged it
Random Card(s) Used: Ally (Sage)
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances
Aric, Ezren - Loc 1 Shop 6-11 remain
Loc 2 Plaza 1-11 remain
Loc 3 Alley 1-11 remain
Valeros - Loc 4 Tenement CLOSED
Lirianne - Loc 5 Abandoned Shacks Shuffled, 2-8, 10 remain // 2=Shadow (Mon1)
Maznar, Hakon - Loc 6 Shrine 9,8,10 remain // 8 = Danger B2, 9=Closing Henchman A2, 10=Labyrinth
Loc 7 Twisting Passages 1-11 remain


This is Core rules. Tenement gets banished, so Valeros has to move. I moved him to the Shrine, but feel free to move elsewhere.

Liriane is at the Abandoned Shacks, and so, can't play allies. She'll need to re-do the later half of her turn.


Male Human (Weapon 2) Tier 2 Fighter | 2 Hero Points | My Deck Handler

Out of Turn Updates: Move to Plaza


Half-Elf Tier 1 Gunslinger 347236-1001 | Deck Handler

Out of Turn Update: Was not able to discard Sage to Examine Top Card, nor recharge Surgeon. Cards at location are not shuffled. Buckler Gun was the only card drawn during reset.

Ended Turn. Reset hand.

Lirianne wrote:

Hand: Benevolent Buckler, Surgeon, Toxic Blunderbuss +1, Alchemist's Fire, Sage, Alkenstar Pistol

Displayed:
Deck: 9 Discard: 3 Buried: 0
Hero Points:
NOTES:
Available Support: Feel free to use any blessings in my hand.
Other: Bot me if you need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Emerald of Dexterity, Buckler Gun, Chakram, Masterwork Tools, Blessing of Alkenstar, Jinx Eater, Quartermaster, Arquebus, Shock Musket +1
Recharged:
Discard Pile: Blessing of Calistria, Blessing of Achaekek, Blessing of the Gods,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury ([ ] or discard) ([ ] or
recharge)
it or shuffle it into your deck, you may keep it and perform the required action
with another card instead.

When you encounter a monster, you may examine the top card of your deck. If it has the
Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card
that has the Firearm trait from your discard pile.)

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Hakon: Recharge Sands of the Hour
Notes for Maznar: Given cure by Hakon and used/recharged it
Random Card(s) Used: Ally (Sage)
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances
Aric, Ezren - Loc 1 Shop 6-11 remain
Valeros - Loc 2 Plaza 1-11 remain
Loc 3 Alley 1-11 remain

Lirianne - Loc 5 Abandoned Shacks 2-10 remain
Maznar, Hakon - Loc 6 Shrine 9,8,10 remain // 8 = Danger B2, 9=Closing Henchman A2, 10=Labyrinth
Loc 7 Twisting Passages 1-11 remain


Human Tier 2 Vigilante 1348771-1002 | Deck Handler

Out of Turn Updates: None
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Hour 10 - Hourglass Card 2: Sands of the Hour - No Effect

SoT: I replace my character and token with Aric. I exchange a card in my hand (Rapier) with a card in my kit (Hand Cannon).

Give Card: None

Move: Shop -> Shrine

*Ahem*

Ezren and the shopkeeper turn from their transaction to discover Aric tiptoeing carefully through the untidy mess on the shop floor; there is no sign of the Red Raven.

"Begging your pardon, gentlemen, but I do believe there is an angry mob forming outside the Shrine. I'll return posthaste."

At the door, he carefully scans the street for passerby. Satisfied with what he sees (or doesn't see), he hurries on his way, covering his mouth again with a handkerchief. He despises himself for the deception, but that shop is an absolute shambles; he wouldn't be caught dead patronizing such an establishment. If masks hadn't gone out of fashion last season, he knows he'd have one now; that might've made the situation a bit easier to manage.

"What kind of world do we live in where a man would rather face a horde of looters than be seen in a ramshackle store?" he mused.

Explore: Shrine Card 9 Rioting Mob.

Rioting Mob:
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Aric rounds the corner and finds himself standing before the shrine. Behind him, a sizable group of haggard-looking folk approaches with ugly intent.

He spreads his arms out in a friendly, all-encompassing gesture, smiling broadly at the crowd. "Vellumians," he begins, "I just want to say, you know, can we- can we all get along?"

Diplomacy 7: 1d10 + 5 ⇒ (2) + 5 = 7

The mob stops short and considers the nobleman's words. Someone from the back shouts, "I thought he said, 'Can't we all just get along?'"

Aric shakes his head. "Mandela Effect. Check your sources."

One by one, the people disperse, dousing their torches and carrying their pitchforks a little more carefully.

Aric turns to Maznar and Harkon. "Join me in a blessing, gentlemen!
There once was a dwarf in Vellumis,
Who lived with a weasel in true bliss.
His good friend the skald,
Guffawed and catcalled,
When the weasel and dwarf shared a kiss!
"

Aric squeezes his eyes closed.

Attempt to close Shrine:
Location +2
Maznar reveals an animal +1d4

Divine 6: 1d4 + 2 + 1d4 ⇒ (3) + 2 + (1) = 6

Aric opens one eye cautiously, then the other: no thunder, no lightning, no smiting. "Well," he smiles, relieved, "that's that!"

Shrine is closed
Aric draws a blessing from the box: The Carnival.
Aric moves back to the Shop.

Maznar and Harkon must change locations.

I end my turn and reset my hand (1 card).

Aric wrote:

Hand: Hand Cannon, Sword Cane, Thieves' Tools, Flawless Monocle, The Carnival, Captain's Cutlass,

Displayed: Gambeson,
Current Location: Shop
Kit: Mindblade, Rapier, Mask of the Red Raven,
Deck: 10 Discard: 1 Buried: 0
NOTES:
Available Support: Hand Cannon adds 2d6 to a distant Combat; recharge Captain's Cutlass to reduce local Combat damage by 2; The Carnival is available
Movement: I'll go to any location displaying a glowing red ""R"" in the sky above it. Alternatively, paint a red ""R"" on a wall or something.
Other: Bot me if you need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Ancients, Lookout, Blessing of Erastil, Spyglass, Blessing of Bastet, Lockpick Shield, Clockwork Spy, Masque, Burgler
Recharged: Quick-Change Mask,
Discard Pile: Psychic Detective,
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
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3

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

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

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Hakon: Recharge Sands of the Hour; must change location
Notes for Maznar: Given cure by Hakon and used/recharged it; must change location
Random Card(s) Used: Ally (Sage), Blessing (The Carnival)
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances
Aric, Ezren - Loc 1 Shop 6-11 remain
Valeros - Loc 2 Plaza 1-11 remain
Loc 3 Alley 1-11 remain

Lirianne - Loc 5 Abandoned Shacks 2-10 remain
Maznar, Hakon - Loc 6 Shrine CLOSED
Loc 7 Twisting Passages 1-11 remain


Male Human | My Deck Handler Skald / UI (12789-1011)

Hakon and Maznar go to Shop after closing of shrine.


During This Adventure:

During This Scenario: Harrow Suit is: Books.

Shuffle a Proxy B into each location.

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.

If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Story Banes:
Dangers: Bandit, Collapse, Rescue, Thug
Villain: None
Henchmen (Closing): Rioting Mob - Proxy A

Additional Rules:

Story Bane details:

Bandit
Spoiler:

Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Collapse
Spoiler:

Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Rescue
Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Thug
Spoiler:

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

Rioting Mob
Spoiler:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Scenario Level (#): 1

Turn: 11, Ezren/zeroth_hour

Random Cards:

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

Spoiler:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

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:
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:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 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:
Imps and House Drakes
CotCT
Barrier 0
Traits:
Devil
Dragon
Outsider
Skirmish
To Defeat:
Combat 10
OR Arcane
Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.

Spoiler:
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:
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:
Phantasmal Apparition
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.

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

Spoiler:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

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

Spoiler:
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:
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.

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

Spoiler:
Acid Burst
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.

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


Spoiler:
Soothing Word
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

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

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


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

Spoiler:
Magic Hide Armor
CotCT
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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

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

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

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

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


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

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

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

Spoiler:
Teamster
Core
Ally 0
Traits:
Hireling
Human To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.

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

Spoiler:
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:
Harrower
CotCT
Ally 0
Traits:
Human
Medium To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.

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

Spoiler:
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

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

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

Hour Power: No effect.

Top of Blessing Discard Pile:

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

Blessings Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Maznar/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Hakon/Zalarian
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Valeros/TheGreatNateO
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Lirianne/fangirl0722
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Ezren/zeroth_hour
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Maznar/danforth347
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Valeros/TheGreatNateO
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Lirianne/fangirl0722
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Ezren/zeroth_hour
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2. To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Maznar/danforth347
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:
Blessings Deck Card 14 Blessings Deck Card 14 Hakon/Zalarian
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Valeros/TheGreatNateO
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Lirianne/fangirl0722
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Aric/AndrewValentine
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Ezren/zeroth_hour
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Maznar/danforth347
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

Location #1: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Aric/AndrewValentine, Hakon/Zalarian, Ezren/zeroth_hour, Maznar/danforth347,

Shop Card 1:
Spyglass
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Shop Card 2:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Shop Card 3:
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shop Card 4:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Shop Card 5:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Shop Card 6:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.

Location #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 ?: 2
Located/Displayed Here: Valeros/TheGreatNateO, Proxy B
Plaza Card 1:
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.
Plaza 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.
Plaza Card 3:
Henchman Proxy B4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Plaza Card 4:
Infernal Healing
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Plaza Card 5:
Soldier
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Plaza Card 6:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Plaza Card 7:
Sacred Candle
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Plaza Card 8:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Plaza Card 9:
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.
Plaza Card 10:
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 11:
Hide Armor
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Location #3: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Proxy B
Alley Card 1:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Alley Card 2:
Elemental Treaty
CotCT
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.

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

Alley Card 3:
Spiked Gauntlet
CotCT
Item 0
Traits:
Accessory
Piercing To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Alley Card 4:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Alley Card 5:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Alley Card 6:
Henchman Proxy A7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 7:
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.
Alley Card 8:
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.
Alley Card 9:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Alley Card 10:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Alley Card 11:
Henchman Proxy B6
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

Location #5: 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: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lirianne/fangirl0722, Proxy B
Abandoned Shacks Card 1:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Abandoned Shacks Card 2:
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.
Abandoned Shacks Card 3:
Henchman Proxy B7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 4:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Abandoned Shacks Card 5:
Henchman Proxy A5
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Abandoned Shacks Card 6:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Abandoned Shacks Card 7:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Abandoned Shacks Card 8:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Abandoned Shacks Card 9:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.

Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Proxy B
Twisting Passages Card 1:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Twisting Passages Card 2:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Twisting Passages Card 3:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 4:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 5:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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

Twisting Passages 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.
Twisting Passages Card 7:
Henchman Proxy B3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Twisting Passages Card 8:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Twisting Passages Card 9:
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.
Twisting Passages 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.
Twisting Passages Card 11:
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


deck handler

Out of Turn Updates: Recharge Fox for Hakon's check

Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Turn: 11 - Benefaction/No effect [/ooc]
SOT: Examine top card of deck - Sage
Give Card: None
Move: Stay at Shop
Explore: Spyglass. Use Maznar's power and the Codex.

Wisdom 6: 1d6 + 1d4 + 1 ⇒ (2) + (1) + 1 = 4

Recharge Acid Splash to examine the top of the location. It's a Spiked Volley, but Ezren can handle that. Discard the Codex to explore it and use Fire Snake + Spellbook (Arcane non-combat now) + Maznar's power. Rerolls should be okay if needed for bad rolls.

Dexterity Arcane 9: 1d12 + 2d4 + 2 ⇒ (10) + (2, 3) + 2 = 17

Recharge Force Missile to examine the top. It is a Rioting Mob (Proxy A). Ezren doesn't try to do it as it takes 2 CHA/Diplo checks to do it and it is too much in terms of resources.

Ezren continues to scan the inside and outside of the shop as Aric comes back from the Shrine, bringing Hakon and Maznar with him. The only thing he could scan was a broken Spyglass. However, it looks like some people were waiting for them, as an improvised Spiked Volley bomb threatens to shower the room with a large amount of wooden shards. Ezren did have a spell prepared for such a contingency...

He incanted, and a rather large Fire Snake intercepted the bomb as it was about to go off, disintegrating the shards. Ezren continued to scan, and it seems that they were about to have company - following the bomb seems to be a decent crowd of about 20-30 people, ready for blood. Ezren said simply to Maznar and Hakon: "we want to talk to these people, not hurt them; a calm, rational discussion should just work."

EOT: End Turn, Recover and Reset hand

Fire Snake Arcane 8: 1d12 + 1d4 + 1d4 + 2 ⇒ (12) + (3) + (3) + 2 = 20

"

Ezren wrote:

Hand: Flame Staff#Core, Steal Book, Spellbook#Post-Core, Magical Child, Walking Stick, Force Missile#Core B,

Displayed: Chain Shirt#Core,
Deck: 7 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Force Missile can add 2d4 to any combat. Magical Child adds the Magic trait for Incorporeals. Auto Steal-booking any Arcane Spell 1s, hold for Divine Spell 1s
Movement:
Other: Hi I'm Ezren!

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
Powers:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (□ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (□ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (□ 1d6).

"

Summary
Acquired: None
Banished: Spyglass, Spiked Volley
Examined: Proxy A - Rioting Mob
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None


STR d8 +1 | DEX d4 | CON d8 (FOR +1) | INT d6 | WIS d10 +1 (DIV +3; SUR +2) | CHA d6 | Deck Handler

Out of Turn Updates: None
Hour: Blessings Deck Card 1 - The Theater
Hour Rules: At the start of your turn, examine the top card of your location; you may encounter it.
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar

SOT: At the start of your turn, examine the top card of your location; you may encounter it. Maznar will encounter Rioting Mob. He turns to the shop owner. ""Probably a good idea to shut down for the day, friend.""

Maznar enters the shop to find a bunch of angry people causing all kinds of havok. He takes out the quarterstaff and ushers them out in a not very friendly way.

Shop Card 4 - Encounter:

Rioting Mob:
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Maznar reveals Quarterstaff to roll Strength or Melee skill + 1d6.
Maznar reveals Giant Weasel to add 1d4 to STR check.
Check to Defeat Rioting Mob: STRENGTH: 6+#=7: 1d8 + 1 + 1d6 + 1d4 ⇒ (1) + 1 + (4) + (1) = 7 Success

Maznar will attempt to close.

Maznar reveals Pearl of Wisdom to roll Wisdom for non-combat check.
Maznar reveals Giant Weasel to add 1d4 to WIS check.
Check to Close Shrine: WISDOM: 5+#: 1d10 + 1 + 1d4 ⇒ (8) + 1 + (2) = 11 Success

Shop is closed

When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location. Plaza, Alley, Abandoned Shacks, Twisting Passages: 1d4 ⇒ 4 Remaining boons from Shop go to Twisting Passages

Maznar will relocate to Alley

Exploration: Alley Card 1 - Encounter:

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.

Maznar reveals Giant Weasel to add 1d4 to WIS check.
Check to Acquire Gem of Mental Acuity : WISDOM: 11: 1d10 + 1 + 1d4 ⇒ (6) + 1 + (3) = 10 Failure

Maznar discards Blessing of the Gods 2 to explore again.

Exploration: Alley Card 2 - Encounter:

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.

Maznar reveals Giant Weasel to add 1d4 to DIV check.
Check to Acquire Elemental Treaty: DIVINE: WISDOM + 3: 4: 1d10 + 1 + 3 + 1d4 ⇒ (8) + 1 + 3 + (3) = 15 Success with a bit of overkill.
Is this automatically displayed or does Maznar acquire for his hand?

Going out the side door, Maznar sees a shiny gem. As he bends down to snatch it up, one of the straggling rioters kicks it as far as he could.

Maznar mumbles a quick curse on the whole mob.

EOT: End Turn, Recovery, and Reset hand

Maznar wrote:

Hand: Quarterstaff, Viper Strike, Hide Armor, Feather of Maat, Giant Weasel, Blessing of the Gods 3,

Displayed: Elemental Treaty,
Deck: 7 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Reveal my Animal Ally for + 1d4 for any check at my location.
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 random cards from her discard pile into her deck.
Movement: Twisting Passages, Alley, Plaza
Other: Hi I'm Maznar! Please bot me if I need to Guard my location

Skills and Powers:
SKILLS

Strength: d8 ☑ +1 ☐ +2 ☐ +3
Dexterity: d4 ☐ +1
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution + 1
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom + 3
Survival: Wisdom + 2
Charisma: d6 ☐ +1 ☐ +2
Favored Card: Blessings
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
Powers:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 +1 random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


STR d8 +1 | DEX d4 | CON d8 (FOR +1) | INT d6 | WIS d10 +1 (DIV +3; SUR +2) | CHA d6 | Deck Handler

Redoing the turn. Disregard the previous post.
Out of Turn Updates: None
Hour: Blessings Deck Card 1 - The Theater
Hour Rules: At the start of your turn, examine the top card of your location; you may encounter it.
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar

SOT: At the start of your turn, examine the top card of your location; you may encounter it. Maznar will encounter Rioting Mob. He turns to the shop owner. ""Probably a good idea to shut down for the day, friend.""

Maznar enters the shop to find a bunch of angry people causing all kinds of havok. He takes out the quarterstaff and ushers them out in a not very friendly way.

Shop Card 4 - Encounter:

Rioting Mob:
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Maznar recharges Pearl of Wisdom to roll Wisdom for non-combat check.
Maznar reveals Giant Weasel to add 1d4 to Wis check.
Check to Defeat Rioting Mob: WISDOM: 7: 1d10 + 1 + 1d4 ⇒ (10) + 1 + (2) = 13 Success

Maznar will attempt to close.

Maznar reveals Giant Weasel to add 1d4 to CHA check.
Maznar discards Blessing of the Gods 2 to add die to CHARISMA check.
Check to Close Shop[/b]: CHARISMA: 6: 2d6 + 1d4 ⇒ (3, 6) + (4) = 13 Success

Shop is closed

When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location. Plaza, Alley, Abandoned Shacks, Twisting Passages: 1d4 ⇒ 4 Remaining boons from Shop go to Twisting Passages

Maznar will relocate to Alley

Exploration: Alley Card 1 - Encounter:

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.

Maznar reveals Giant Weasel to add 1d4 to WIS check.
Check to Acquire Gem of Mental Acuity : WISDOM: 11: 1d10 + 1 + 1d4 ⇒ (8) + 1 + (3) = 12 Success

Going out the side door, Maznar sees a shiny gem in the Alley. Although he is wary of the chaos in the alley, he stops to pick it up anyway and feels an aura emanating from it that fills him with warmth.

EOT: End Turn, Recovery, and Reset hand

Maznar wrote:

Hand: Quarterstaff, Viper Strike, Hide Armor, Gem of Mental Acuity, Giant Weasel, Crow,

Displayed: Elemental Treaty,
Deck: 8 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Reveal my Animal Ally for + 1d4 for any check at my location.
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 random cards from her discard pile into her deck.
Movement: Twisting Passages, Alley, Plaza
Other: Hi I'm Maznar! Please bot me if I need to Guard my location

Skills and Powers:
SKILLS

Strength: d8 ☑ +1 ☐ +2 ☐ +3
Dexterity: d4 ☐ +1
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution + 1
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom + 3
Survival: Wisdom + 2
Charisma: d6 ☐ +1 ☐ +2
Favored Card: Blessings
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
Powers:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 +1 random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


Male Human | My Deck Handler Skald / UI (12789-1011)

Out of Turn Updates: Recharged Sands of the Hour for Lirianne; Assumption is that Ezren, Aric, and Hakon move to Alley with Maznar
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar

Turn - Hour: 13 - Blessings Deck Card 2 Hakon/Zalarian
The Rabbit Prince

Hour Rules: 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.
Will draw card (Detect Thoughts) - (combat not sot)

SOT: Will Discard frostbite to draw Augury to hand.
Give Card: None
Move: Stay at Alley
Explore: Alley Card 2: Elemental Treaty; Maznar reveals Weasel

Intelligence Check DC 4: 1d6 + 1d4 ⇒ (2) + (1) = 3 Not quite
Intelligence Check DC 4 PAIZO REROLL: 2 + 1d4 ⇒ 2 + (2) = 4 Success

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.

Will banish Augury to choose type Story Bane to examine top 3 cards of my location
Alley Card 3: Spiked Gauntlet (I0)
Alley Card 4: Starknife (W0)
Alley Card 5: Burglar (Al0) TRIGGER

Must process Burglar first and then location will be shuffled

Encounter: Alley Card 5: Burglar; Maznar reveals animal

Diplomacy Check DC 6: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (3) = 7 Success

Burglar:

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

Hakon picks up the burglar by the collar of his shirt as his feet runs hurriedly in the air getting him nowhere.
"Not so fast! You, my friend, have an important job in stopping a rioting mob by telling them why they shouldn't be..well jerks!"

Will discard Display Masque to explore

(random 3,4,6-11): 1d8 ⇒ 3 Alley Card 6: Henchman Proxy A7

The man looks at the mob coming this way. "You mean that mob?"

Will recharge display Burglar to add d6 and maznar's assistance
Diplomacy Check DC 6+1=7: 1d8 + 2 + 1d6 + 1d4 ⇒ (3) + 2 + (6) + (2) = 13 Success

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Attempt to close by acquiring an ally - Priest of Pharasma

Diplomacy Check DC 7: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (4) = 8 Success

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.

Alley is closed ..Must hand out 3 allies to group.
Ezren gets Priest of Pharasma
Lirianne gets Burglar
Valeros gets Masque

Have group (Hakon, Maznar, Ezren, Aric) move to Plaza

Reminder of Scenario changes:

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Hakon ends their turn.

Hakon attempts to recover all cards in their Recovery pile.

Recovery Check for Augury: Arcane Check DC 8: 0d4 ⇒ (-) = 0 Choose 0 as check result. Spell is discarded

Hakon resets their hand.

"

Hakon wrote:

Hand: w3Longspear (Core), Sage's Journal (Core), Tussah Silk Coat, Elemental Treaty, Strength,

Displayed: Masque, Burglar, Priest of Pharasma,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use (Bastet grants rerolls). Cards available to bury for local Str checks (1 maybe 2)
Movement: Will follow Maznar to where he goes. Barring that order of movement if location closed is Shrine, Plaza, Shop, Tenement, Alley, Abandoned Shacks, Twisting Passages
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Standard Bearer, 1 BotG, BoBastet, w1Dwarven Longhammer +1, Gambeson, Dandy Brute, Detect Thoughts, War Drum (Core), w2Longsword (Core)
Recharged: Sands of the Hour,
Discard Pile: Frostbite, s1Augury,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (□ or a local check against a monster), you may bury a card from your hand (□ or discards) to add your Diplomacy.
□ At the end of your turn, you may move;any local characters may move with you.
Divine Intervention

Spoiler:
Fangwood Thieves Reward #2: [ ] [ ] [ ] Divine Intervention: Check a box that precedes this reward to freely play a blessing on a check.

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (11)
Notes for Valeros: Received Masque
Notes for Lirianne: Received Burglar
Notes for Ezren: Received Priest of Pharasma
Notes for Maznar: Given cure by Hakon and used/recharged it; must change location
Random Card(s) Used: Ally (Sage), Blessing (The Carnival)
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances

Valeros, Aric, Ezren, Maznar, Hakon - Loc 2 Plaza 1-11 remain
Lirianne - Loc 5 Abandoned Shacks 1-9 remain
Loc 7 Twisting Passages (Random 1-11, S5, S6) remain // S5=Shop Elixir of Healing, S6=Shop Irori's Mastery


During This Adventure:

During This Scenario: Harrow Suit is: Books.

Shuffle a Proxy B into each location.

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.

If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Story Banes:
Dangers: Bandit, Collapse, Rescue, Thug
Villain: None
Henchmen (Closing): Rioting Mob - Proxy A

Additional Rules:

Story Bane details:

Bandit
Spoiler:

Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Collapse
Spoiler:

Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Rescue
Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Thug
Spoiler:

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

Rioting Mob
Spoiler:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Scenario Level (#): 1

Turn: 14, Valeros/TheGreatNateO

Random Cards:

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

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

Spoiler:
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:
Cave Lizard
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.

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

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

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

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

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

Weapons
Spoiler:
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:
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:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.

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

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

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

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

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


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

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

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

Spoiler:
Magic 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:
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.

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

Spoiler:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

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


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

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


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

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

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

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

Spoiler:
Teamster
Core
Ally 0
Traits:
Hireling
Human To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.

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

Spoiler:
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:
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:
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.

Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.

Top of Blessing Discard Pile:

The Mountain Man:
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.

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Lirianne/fangirl0722
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Ezren/zeroth_hour
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Maznar/danforth347
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Valeros/TheGreatNateO
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Lirianne/fangirl0722
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Aric/AndrewValentine
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Ezren/zeroth_hour
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2. To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Maznar/danforth347
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:
Blessings Deck Card 11 Blessings Deck Card 11 Hakon/Zalarian
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Valeros/TheGreatNateO
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Lirianne/fangirl0722
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Aric/AndrewValentine
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Ezren/zeroth_hour
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Maznar/danforth347
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

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 ?: 2
Located/Displayed Here: Aric/AndrewValentine, Hakon/Zalarian, Ezren/zeroth_hour, Valeros/TheGreatNateO, Maznar/danforth347, Proxy B

Plaza Card 1:
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.
Plaza 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.
Plaza Card 3:
Henchman Proxy B4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Plaza Card 4:
Infernal Healing
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Plaza Card 5:
Soldier
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Plaza Card 6:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Plaza Card 7:
Sacred Candle
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Plaza Card 8:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Plaza Card 9:
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.
Plaza Card 10:
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 11:
Hide Armor
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Location #5: 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: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lirianne/fangirl0722, Proxy B
Abandoned Shacks Card 1:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Abandoned Shacks Card 2:
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.
Abandoned Shacks Card 3:
Henchman Proxy B7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 4:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Abandoned Shacks Card 5:
Henchman Proxy A5
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Abandoned Shacks Card 6:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Abandoned Shacks Card 7:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Abandoned Shacks Card 8:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Abandoned Shacks Card 9:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.

Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: Proxy B, Irori's Mastery, Elixir of Healing

Twisting Passages Card 1:
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 2:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 3:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Twisting Passages Card 9:
Henchman Proxy B3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Twisting Passages Card 10:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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

Twisting Passages Card 11:
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.
Twisting Passages Card 12:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Twisting Passages Card 13:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.


Male Human (Weapon 2) Tier 2 Fighter | 2 Hero Points | My Deck Handler

Out of Turn Updates: None
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Turn: # 14 - Hour is: The Mountain Man
Give Card: None
Move: Plaza -> Abandoned Shacks
Explore: Abandoned Shacks Card 1 - Shadow (Monster 1)

Shadow:

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

I will use my Melee Skill (d10+2) and Reveal: zScythe#CORE (1d10)
Shadow - Combat DC 13: 2d10 + 2 ⇒ (10, 4) + 2 = 16 - Combat won, but no Magic so Shadow is undefeated and is shuffled into the location

I will end my turn
I will try to Recover Cards - None
I will Reset hand to 4 - Draw 0 Card(s)

Valeros wrote:

Hand: Crowbar#CORE, zScythe#CORE, zQuilted Cloth Armor, Quartermaster,

Displayed:
Deck: 10 Discard: 2 Buried: 1

NOTES:
Available Support: 1 Card(s)s are available for Local Combat support 1d4
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mace#CORE, Camel, Longspear#CORE, Chain Mail#CORE (2), Naginata, Chain Mail#CORE (1), Blessing of the Samurai (2), Blessing of the Samurai (3), Kikko Armor, Banner
Recharged:
Discard Pile: Blessing of the Samurai (1), Night Watch,
Buried Pile: Longsword#CORE,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Strenght +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Diplomacy: Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (□ or recharging) a card.


Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (14)
Notes for Valeros: Received Masque
Notes for Lirianne: Received Burglar
Notes for Ezren: Received Priest of Pharasma
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances

Valeros, Aric, Ezren, Maznar, Hakon - Loc 2 Plaza 1-11 remain

Lirianne, Valeros - Loc 5 Abandoned Shacks 1-9 (Location Suffled) remain // ?=Shadow

Loc 7 Twisting Passages 1-13 remain // ?=Shop Elixir of Healing, ?=Shop Irori's Mastery


Ezren recharges magical child to add magic trait to Valeros combat; shadow is defeated


Half-Elf Tier 1 Gunslinger 347236-1001 | Deck Handler

Out of Turn Updates:None

Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar

Hour 15 Incitation

Hour Power:When this is the hour: No effect

Start of Turn: None

Give card:None

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.

Discard Aric’s The Carnival to add 1 die
Acquire Mist Horn: 2d8 ⇒ (2, 1) = 3 Card is banished

EoT

No cards used. Hand stays the same

Lirianne wrote:

Hand: Benevolent Buckler, Surgeon, Toxic Blunderbuss +1, Alchemist's Fire, Sage, Alkenstar Pistol,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Hero Points:
NOTES:
Available Support: Feel free to use any blessings in my hand.
Other: Bot me if you need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Arquebus, Masterwork Tools, Emerald of Dexterity, Blessing of Alkenstar, Buckler Gun, Jinx Eater, Chakram, Quartermaster, Shock Musket +1
Recharged:
Discard Pile: Blessing of Calistria, Blessing of Achaekek, Blessing of the Gods,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury ([ ] or discard) ([ ] or
recharge)
it or shuffle it into your deck, you may keep it and perform the required action
with another card instead.

When you encounter a monster, you may examine the top card of your deck. If it has the
Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card
that has the Firearm trait from your discard pile.)


During This Adventure:

During This Scenario: Harrow Suit is: Books.

Shuffle a Proxy B into each location.

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.

If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Story Banes:
Dangers: Bandit, Collapse, Rescue, Thug
Villain: None
Henchmen (Closing): Rioting Mob - Proxy A

Additional Rules:

Story Bane details:

Bandit
Spoiler:

Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Collapse
Spoiler:

Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Rescue
Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Thug
Spoiler:

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

Rioting Mob
Spoiler:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Scenario Level (#): 1

Turn: 16, Aric/notshown

Random Cards:

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

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

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

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

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

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

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

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

Spoiler:
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.

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

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


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

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

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

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

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


Armors
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:
Helm
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.

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

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

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


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

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

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

Spoiler:
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.


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

Spoiler:
Tinker
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

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

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

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

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

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

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

Spoiler:
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.

Hour Power: No effect.

Top of Blessing Discard Pile:

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

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Ezren/zeroth_hour
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Maznar/danforth347
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Hakon/Zalarian
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Valeros/TheGreatNateO
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Lirianne/fangirl0722
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Aric/notshown
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Ezren/zeroth_hour
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2. To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Maznar/danforth347
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:
Blessings Deck Card 9 Blessings Deck Card 9 Hakon/Zalarian
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Valeros/TheGreatNateO
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Lirianne/fangirl0722
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Aric/notshown
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Ezren/zeroth_hour
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Maznar/danforth347
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

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 ?: 2
Located/Displayed Here: Aric/notshown, Hakon/Zalarian, Ezren/zeroth_hour, Maznar/danforth347, Proxy B

Plaza Card 1:
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.
Plaza 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.
Plaza Card 3:
Henchman Proxy B4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Plaza Card 4:
Infernal Healing
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Plaza Card 5:
Soldier
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Plaza Card 6:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Plaza Card 7:
Sacred Candle
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Plaza Card 8:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Plaza Card 9:
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.
Plaza Card 10:
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 11:
Hide Armor
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Location #5: 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: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lirianne/fangirl0722, Valeros/TheGreatNateO, Proxy B
Abandoned Shacks Card 1:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Abandoned Shacks Card 2:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Abandoned Shacks Card 3:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
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 A5
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Abandoned Shacks Card 6:
Henchman Proxy B7
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Abandoned Shacks Card 7:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: Proxy B, Irori's Mastery, Elixir of Healing

Twisting Passages Card 1:
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 2:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 3:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Twisting Passages Card 9:
Henchman Proxy B3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Twisting Passages Card 10:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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

Twisting Passages Card 11:
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.
Twisting Passages Card 12:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Twisting Passages Card 13:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.


Human Tier 2 Vigilante 1348771-1002 | Deck Handler

Out of Turn Updates: None
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Hour 16: Top of the Hourglass pile: Incitation - No Effect

SoT: I maintain my current character and token (Aric). I exchange a card in my hand (Sword Cane) with a card in my kit (Mask of the Red Raven).

Give Card: None

Move: Stay at Plaza

"Oh my, all this running away from placated mobs is exhausting. Do you think we've given the Red Raven the slip?"

Explore: Plaza Card 1 Allip.

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.

Rolling clouds of shadow boil out from seams in the flagstone pavement at Aric's feet. Numerous skeletal mouths emerge from the cloud's depths, spewing insane gibberish. The nobleman's face shows not fear, but concern as he tilts his head, almost as if he understands the unintelligible noise.

"No, I understand completely. You killed yourself when the news of Vigil's destruction drove you insane, then you were cursed by the Whispering Tyrant's cultists, who are running amok. Now you have an insatiable rage and hatred for sanity. All completely understandable under the circumstances."

The specter manifests claws of shadow-stuff and swipes at Aric's face. "I wonder if all this clawing and slashing is a cry for help?" He looks around, and notices the other three Pathfinders in the otherwise empty plaza. "This makes things tricky," he mutters to himself. "What? No, I was talking to myself; mind your business," he chides the allip.

The apparition roars and lunges at Aric, but he's already on the move, jumping into a silk merchant's abandoned stall.

I recharge Mask of the Red Raven to replace my character and token with the Red Raven's...


Human Tier 2 Vigilante 1348771-1002 | Deck Handler

Just before the Allip reaches the stall, the Red Raven bursts out from behind several bolts of silk! Without a word, he brandishes his glowing blade at the monster.

Combat Breakdown:
Combat 14
Melee: Dexterity 1d10+5
Captain's Cutlass 1d6+1
Maznar reveals an Animal Ally to help with any check 1d4

Combat 14: 1d10 + 5 + 1d6 + 1 + 1d4 ⇒ (7) + 5 + (4) + 1 + (4) = 21 Victory!

The allip dissipates as the Red Raven sheathes his cutlass. He nods curtly to the adventures and considers his next move.

I end my turn and reset my hand (0 cards).

Red Raven wrote:

Hand: Hand Cannon, Thieves' Tools, Flawless Monocle, Captain's Cutlass,

Displayed: Gambeson,
Current Location: Shop
Kit: Mindblade, Rapier, Sword Cane,
Deck: 11 Discard: 2 Buried: 0
NOTES:
Available Support: Hand Cannon adds 2d6 to a distant Combat; recharge Captain's Cutlass to reduce local Combat damage by 2; The Carnival is available
Movement: I'll go to any location displaying a glowing red ""R"" in the sky above it. Alternatively, paint a red ""R"" on a wall or something.
Other: Bot me if you need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Burgler, Lookout, Blessing of Bastet, Spyglass, Clockwork Spy, Blessing of Erastil, Masque, Blessing of the Ancients, Lockpick Shield
Recharged: Quick-Change Mask, Mask of the Red Raven,
Discard Pile: Psychic Detective, The Carnival,
Buried Pile:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
None
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (14)
Notes for Valeros: Received Masque
Notes for Lirianne: Received Burglar; decide if Mist Horn is displayed at Shacks or held in hand.
Notes for Ezren: Received Priest of Pharasma
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances

Valeros, Aric, Ezren, Maznar, Hakon - Loc 2 Plaza 2-11 remain

Lirianne, Valeros - Loc 5 Abandoned Shacks 1-9 (Location Suffled remain // ?=Shadow

Loc 7 Twisting Passages 1-13 remain // ?=Shop Elixir of Healing, ?=Shop Irori's Mastery


Lirianne actually succeeded getting Mist Horn due to how the Carnival blessing works...1 on d8 becomes 8 so total is 8+2+1=11
Lirianne would need to decide to either display horn, discard horn, or discard a different card since she did not draw one. One possible suggestion is discarding the one shot alchemist fire attack to save the one shot defense..which we could regret if we happen to find a troll :)


deck handler

Out of Turn Updates: Recharge Magical Child to defeat the Shadow.
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar

Turn - Hour: 17 - Sands of the Hour
Hour Rules: No Effect

SOT: Examine the top card of my deck - Phantom Shield, which goes into hand.
Give Card: None
Move: Plaza -> Abandoned Shacks (as cool as the Plaza is, I am one of the only people who can explore more than once at the Shacks.)

Explore: Blast Stone

Craft 4: 1d12 + 1 ⇒ (8) + 1 = 9

Examine top card by recharging Steal Book - it's unlikely to be used as there's only 1 spell left. It is a Warhammer. Discard Walking Stick to explore.

Strength 6: 1d6 ⇒ 2

Recharge Phantom Shield to examine the top - Evil Eye. Ezren is Dazed. Discard Spellbook to shuffle Locate Object into deck before resetting.

Sensing the layout of the Abandoned Shacks is slowing down exploration, Ezren decides to head there to help with the calming of the people there. He releases the Magical Child to help Valeros with the Shadows - though he doesn't quite understand her shouting "in the name of the Moonscar, I will punish you!"

He sees various knickknacks scattered about - he sets about scrying the locations of people, though he obtains a Blast Stone and a dented, unusable warhammer, he accidentally trips a ward designed to strongly discourage scrying. Drat it, he thought as he is Dazed by the ward. I'm going to have to sit down and recover.

Ezren ends turn here and resets. No Recovery.

"

Ezren wrote:

Hand: Flame Staff#Core, Priest of Pharasma, Force Missile#Core A, Blast Stone#Core*, Fire Snake, Force Missile#Core B,

Displayed: Chain Shirt#Core,
Deck: 8 Discard: 4 Buried: 0
Hero Points: 0 // Ezren has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.

If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.


NOTES:
Available Support: Force Missile can add 2d4 to any combat (x2). Blast Stone usable on a local Obstacle, Lock or Skirmish check (recommend using against Mob of course). Priest of Pharasma is unplayable until I move away (either by closing location or something else.)
Movement:
Other: Hi I'm Ezren!

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
Powers:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (□ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (□ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (□ 1d6).

"

[u]Summary[/u]
Acquired: Shacks 1 - Blast Stone
Banished: Shacks 2-3 banished.
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None


STR d8 +1 | DEX d4 | CON d8 (FOR +1) | INT d6 | WIS d10 +1 (DIV +3; SUR +2) | CHA d6 | Deck Handler

Out of Turn Updates: Given cure by Hakon and used/recharged it from several turns ago
Hour: Blessings Deck Card 2 - Benefaction
Hour Rules: No effect
Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar
Exploration: Plaza Card 2 - Encounter:

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.

Maznar Recharges Gem of Mental Acuity to roll Wisdom skill + 1d6.
Maznar reveals Giant Weasel to add 1d4 to Wis check.
Check to Acquire Boots of Friendly Terrain: WISDOM: 8: 1d10 + 1 + 1d6 + 1d4 ⇒ (6) + 1 + (2) + (1) = 10 Success

Maznar discards Crow to explore again.

Exploration 2: Plaza Card 3 - Encounter:

Henchman Proxy B4:
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

Random Danger: Bandit, Collapse, Rescue, Thug: 1d4 ⇒ 4:

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

Maznar Discards Viper Strike to recovery to roll Divine + 2d4.
Maznar reveals Giant Weasel to add 1d4 to DIV check.
Check to Defeat Thug: DIVINE: WISDOM + 3: 12: 1d10 + 1 + 3 + 2d4 + 1d4 ⇒ (5) + 1 + 3 + (3, 4) + (4) = 20 Success

EOT: End Turn, Recovery, and Reset hand
Attempt to recharge Viper Strike: Maznar reveals Giant Weasel to add 1d4 to DIV check.
Check to recharge Viper Strike - 6: 1d10 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8 Success

Maznar wrote:

Hand: Quarterstaff, Boots of Friendly Terrain, Hide Armor, Wolverine, Giant Weasel, Blessing of the Gods 1,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Hero Points: 0
NOTES:
Available Support: Reveal my Animal Ally for + 1d4 for any check at my location.
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 random cards from her discard pile into her deck.
Movement: Twisting Passages, Alley, Plaza
Other: Hi I'm Maznar! Please bot me if I need to Guard my location

Skills and Powers:
SKILLS

Strength: d8 ☑ +1 ☐ +2 ☐ +3
Dexterity: d4 ☐ +1
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution + 1
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom + 3
Survival: Wisdom + 2
Charisma: d6 ☐ +1 ☐ +2
Favored Card: Blessings
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
Powers:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 +1 random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


Male Human | My Deck Handler Skald / UI (12789-1011)

Out of Turn Updates: Valeros received Masque but never recorded in deck handler..since started at same location as Hakon and since he went to place to where allies can't be used will assume he passed back to Hakon.
Lirianne received burglar for which I assume was discarded

Turn Order: Hakon, Valeros, Lirianne, Aric, Ezren, Maznar

Turn - Hour: 19 - Blessings Deck Card 3 Hakon/Zalarian
Erastil's Eye

Hour Rules: If you are at a Wild location, you may discard a card to explore

SOT: Will Discard Elemental Treaty to draw Augury to hand.
Give Card: Give Masque to Aric
Move: Plaza -> Abandoned Shacks
"Seems a lot of commotion going on over there."

Will banish Augury to choose type Story Bane to examine top 3 cards of my location
Abandoned Shacks Card 4: Accursed Priest
Abandoned Shacks Card 5: Henchman Proxy A5
Abandoned Shacks Card 6: Henchman Proxy B7

Will put following on Top and rest will be shuffled
Abandoned Shacks Card 5: Henchman Proxy A5
Abandoned Shacks Card 6: Henchman Proxy B7

Explore: Abandoned Shacks Card 5: Henchman Proxy A5 - Rioting Mob

Will reveal Sages Journal to add d4 Diplomacy Check DC 6+1=7: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 Success

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Will attempt to close by defeating danger
Random Danger: 1d4 ⇒ 3 Rescue

The mob was dispursed in an unusual way..by yelling at them to do the right thing...Hakon noticed from the corner of his eye, a person that barricaded himself in an abandoned shop with smoke and flames in a nearby building spreading onto the shop. Hakon charges the barricaded door and puts his whole body into cracking the frame and splintering the door.

Will reveal Sage's journal for d4
Melee Check DC 6+1=7: 1d10 + 3 + 1d4 ⇒ (7) + 3 + (2) = 12 Success

Rescue:

Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

The man still coughing was grateful for being rescued.
"My name is Gepetto."

Tinker:

Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

Random Location for Hakon: 1d2 ⇒ 2 Twisting Passageway
Random Location for Valeros: 1d2 ⇒ 1 Plaza
Random Location for Lirianne: 1d2 ⇒ 2 Twisting Passageway
Random Location for Ezren: 1d2 ⇒ 1 Plaza

Reminder of Scenario changes:

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Hakon ends their turn.

Hakon attempts to recover all cards in their Recovery pile.

Recovery Check for Augury: Arcane Check DC 8: 0d4 ⇒ (-) = 0 Choose 0 as check result. Spell is discarded

Hakon resets their hand.

"

Hakon wrote:

Hand: w3Longspear (Core), Strength, Tussah Silk Coat, Sage's Journal (Core), Tinker,

Displayed: Masque, Burglar, Priest of Pharasma,
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use (Bastet grants rerolls). Cards available to bury for local Str checks (1 maybe 2)
Movement: Will follow Maznar to where he goes. Barring that order of movement if location closed is Shrine, Plaza, Shop, Tenement, Alley, Abandoned Shacks, Twisting Passages
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): BoBastet, w2Longsword (Core), 1 BotG, War Drum (Core), w1Dwarven Longhammer +1, Standard Bearer, Detect Thoughts, Gambeson, Dandy Brute
Recharged: Sands of the Hour,
Discard Pile: Frostbite, Elemental Treaty, s1Augury,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (□ or a local check against a monster), you may bury a card from your hand (□ or discards) to add your Diplomacy.
□ At the end of your turn, you may move;any local characters may move with you.
Divine Intervention

Spoiler:
Fangwood Thieves Reward #2: [ ] [ ] [ ] Divine Intervention: Check a box that precedes this reward to freely play a blessing on a check.

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (14)
Notes for Lirianne: decide if Mist Horn is displayed at Shacks or held in hand. Burglar is discarded or swapped for another card
Notes for Aric: Given Masque
Random Card(s) Used: Ally 1-2
Additional Info 1: Proxy B is a random danger; reload if not defeated
Additional Info 2: Rioting Mob may allow close under additional circumstances

Aric, Maznar, Valeros, Ezren - Loc 2 Plaza 3-11 remain
Lirianne, Hakon - Loc 7 Twisting Passages 1-13 remain // ?=Shop Elixir of Healing, ?=Shop Irori's Mastery


During This Adventure:

During This Scenario: Harrow Suit is: Books.

Shuffle a Proxy B into each location.

When you would encounter a Proxy B, summon and encounter the danger (random from Danger list - roll 1d4) instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.

If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may (still) attempt to close your location.

Story Banes:
Dangers: Bandit, Collapse, Rescue, Thug
Villain: None
Henchmen (Closing): Rioting Mob - Proxy A

Additional Rules:

Story Bane details:

Bandit
Spoiler:

Core Story Bane 0
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

Collapse
Spoiler:

Core Story Bane 0
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

Rescue
Spoiler:

Core Story Bane 0
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

Thug
Spoiler:

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

Rioting Mob
Spoiler:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Scenario Level (#): 1

Turn: 19, Hakon/Zalarian

Random Cards:

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

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

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

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

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

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

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

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

Spoiler:
Dogslicer
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

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

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

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

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

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

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

Spoiler:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

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

Spoiler:
Magic 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 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:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

Items
Spoiler:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

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


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

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

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

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


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

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

Spoiler:
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.

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

Spoiler:
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.

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

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

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

Hour Power: If you are at a Wild location, you may discard a card to explore.

Top of Blessing Discard Pile:

Erastil's Eye:
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.

Blessings Remaining: 11

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Valeros/TheGreatNateO
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Lirianne/fangirl0722
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Aric/notshown
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Ezren/zeroth_hour
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2. To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Maznar/danforth347
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:
Blessings Deck Card 6 Blessings Deck Card 6 Hakon/Zalarian
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Valeros/TheGreatNateO
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Lirianne/fangirl0722
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Aric/notshown
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Ezren/zeroth_hour
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Maznar/danforth347
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

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: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/notshown, Ezren/zeroth_hour, Valeros/TheGreatNateO, Maznar/danforth347,

Plaza Card 1:
Infernal Healing
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Plaza Card 2:
Soldier
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Plaza Card 3:
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
Plaza Card 4:
Sacred Candle
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Plaza Card 5:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Plaza Card 6:
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.
Plaza Card 7:
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 8:
Hide Armor
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Location #7: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: Lirianne/fangirl0722, Hakon/Zalarian, Proxy B, Irori's Mastery, Elixir of Healing

Twisting Passages Card 1:
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 2:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 3:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Twisting Passages Card 9:
Henchman Proxy B3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Twisting Passages Card 10:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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

Twisting Passages Card 11:
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.
Twisting Passages Card 12:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Twisting Passages Card 13:
Mace
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

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