
BR Mhuirich |

When the empire of Cheliax expanded north into Varisia, the Chelaxians found a Shoanti tribe living around an immense pyramid on the shores of a deep bay—a perfect site for a city. Much bloodshed eventually left the Shoanti defeated, driven back to the harsh Cinderlands. Yet as the new city of Korvosa flourished, few bothered to ask why the Shoanti had dwelt here. For the past 300 years, the Shoanti have spoken only in whispers of the troubles the Chelaxians will face for their outrages.
Today, Korvosa's reigning king, Eodred Arabasti II, is feared by all the right people. To date, however, he has produced no heir to the throne, the latest in a line of rulers affected by this facet of the so-called curse of the Crimson Throne. When he finally wed late in life, his bride was barely a third of his age. Queen lleosa was a woman of breathtaking beauty matched only by her desire for the life of luxury the queenship afforded. But with the seneschal Neolandus Kalepopolis guarding Castle Korvosa's interests, the citizenry believes it has little to worry about.
It is wrong, of course. Like any city, Korvosa has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found in waterfront slums, creeping in the sewers, or hiding in the tangled rooftops known as the Shingles. The Korvosan Guard does what it can to keep the city's criminals from causing too much harm, but the crooks will always outnumber the lawgivers.
One such undesirable is Gaedren Lamm, a despicable wretch who missed his chance at being somebody big in Korvosa's murky underworld. The decrepit thief abducts orphans and forces them to support his parasitic lifestyle with petty crime. Many Korvosans have had their lives complicated by this foul old man. Yet no matter what he does, he always avoids answering for his crimes. But Gaedren Lamm's luck is about to change; he has run afoul of some hard-driven people.
Specifically, he has run afoul of you.
Each of you has been drawn here by some offense caused by Lamm. Perhaps a family member was caught in his orphanage and fed to his pet alligator. Perhaps a lover expired due to an overdose of his dream spider-derived drug called "shiver." Perhaps his fishery goons sunk your trawler off the coast of Veldraine. Whatever it was, it motivates you like no other rage you've felt in your days.
Finally, you have a lead on his whereabouts. A Varisian fortune-teller named Zellara Esmeranda has summoned you to her home in Korvosa's Midland district. She claims to know where Lamm is... and how to defeat him. She promises to read the harrow deck to set the fates on your side.
By King Eodred's good name, you will make your bones here in Korvosa. Into the city you go, with the wind of vengeance at your back.

BR Mhuirich |

Scenario 1★: Haunted Fortunes
You enter the fortune-tellers house, finding no one home. Still, a meal of stale bread and adequate wine is yours for the partaking. You look among her smoky den, taking in a deep sense of connection to the beyond.
After some time, the fortune—teller materializes. Zellara idly shuffles a harrow deck, demonstrating a lifetime of mastery with this very set. "Thank you for coming, my friends," she says. "I have reasons to be cautious, as a vicious man would see great harm done to me if he knew I were reaching out for help. This man has done something terrible to each of you as well. I speak, of course, of Gaedren Lamm, a man whose cruelty is matched only by his gift for avoiding reprisal. You see, a year ago, his 'Little Lamms' stole this, my harrow deck, from me. My son Eran trailed his youthful pickpockets and returned my deck to me, but Lamm resented that slight. His thugs slew my young son, and I have recovered from my grief enough to seek the very vengeance you demand as well."
You concur with her assessment and ask her where the villain can be found.
She casts your fate and smiles. "According to the harrow, he can be found in an old fishery north of here, at Westpier 17, where he trains abducted children to be pickpockets and counts his stolen treasures."
You know of this place. Westpier is a port where the wealthy and merchant classes don't go. The Korvosan Guards don't go there either, it seems.
"Be careful," Zellara says. "A man who feeds children to an alligator, and who cultivates sharks around his place of business, cannot be trusted. Tread lightly, but ever resolutely. It is time for Gaedren Lamm to pay."
That it is, you aim to assure her, but she is gone in the darkness.
SETUP:
LOCATIONS:
THREAT LIST:
DURING THIS SCENARIO:
When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Wildcards
1d18 ⇒ 18 Harrow of Stars: After your check that was not blessed, recharge a random card.
1d18 ⇒ 8 Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
1d18 ⇒ 10 Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrows
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead.
CotCT Blessing 1
Traits: Harrow Promo Suit: Keys Veteran
When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+#
On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter.

BR Mhuirich |

During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
Additional Rules:
Wildcards
Harrow of Stars: After your check that was not blessed, recharge a random card.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrows
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead.
CotCT Blessing 1
Traits: Harrow Promo Suit: Keys Veteran
When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+#
On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter.
Danger:
Story Bane
Traits:
Skirmish
Task
To Defeat:
Constitution
Fortitude 8OR
Charisma
Diplomacy 6
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1
Turn: 0
Monsters
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.
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.
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.
Core
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Core
Monster 1
Traits:
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.
Barriers
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.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Barrier 1
Traits:
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.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
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.
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.
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.
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.
Spells
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.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
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.
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.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Items
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
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.
CotCT
Item 0
Traits:
Accessory
To Acquire:
Intelligence
Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
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.
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.
Allies
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.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
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.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Ally 0
Traits:
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.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
Location #1: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Fishery
Aquatic
Urban
Wild
At This Location: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Location #4: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Zadim - Maelwys |

I'm extremely flexible on where we start, I'll just stick with the group no matter what. If nobody has any preferences, we can just start at the top and work our way down.
Hand: Blowgun, Sai, Dawnflower's Petal, Spider Venom, Daggermark Poisoner, The Real Rabbit Prince (Harrow),
Displayed:
Deck: 7 Discard: 0 Buried: 3
Hero Points: 0
NOTES:
Available Support: Local combat: Discard Blowgun or Sai for 1d8+2
Movement: Keep me with the group
Middle of Deck (Unknown Order): Rapier (Core), Blue Star, Shuriken +1, Blessing of the Quartermaster (2), Studded Leather Armor, Spider (Core), Blessing of the Quartermaster
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☐ or recharge) a non-2-Handed weapon to add your Stealth.

Hakon - Story Seeker |

Strategy Considerations:
Ow? Ow ow OW! Harrow of Stars wins my award for "worst wildcard", tearing random cards from your hand after every check, potentially costing you your most integral cards before you need them just by a BA check or other side-effect, plus further penalizing off-turn Recovery checks and countless other events. When combined with Unhallowed? Eeesh!
Furthermore, Unhallowed and Impoverished is a nasty combination, risking a lot of card buries. Oof. At least It'll make cycling cures easier for what cards are left? It also helps that we have a party well-suited to helping pass combat checks, at least.
I feel that we don't need to (and maybe shouldn't) over-rely on teaming up at the same locations. Right now our support abilities aren't too strong, and they primarily only work on Combat checks anyway, and not all of us are well-suited to a lot of these closing conditions. Either way, I'll start at the location with the most people, but I'll probably move to the Alley on my turn to explore there.
===================================
LOOT (Dragon's Demand AP Reward): Wooden Stake (Weapon) -> Incitation (Blessing)
Hakon starts at the location with the most players. I lightly encourage the use of the very pro-player Fishery location.
Hakon draws his starting hand, then adds his Harrow to it.
Impoverished Hakon then draws 3 cards, and buries Quartermaster, Warhammer (Core), Bronzed Leather.
Silent and grim, the foreign Skald joined the unlikely group to hear Zellara out; his clenched fists and pale knuckles belying his investment in her words. When he hears of Lamm's location, he whispers something to himself, like a mantra, and fingers the strange, exotic weaponry adorning his belt. Given how unmatched they were to the make of his armor and cloth, you wonder weather they're tools of war - or trophies of it.
Hakon has yet to share the stories of his journeys - stories he clearly would normally delight in the recollection of - the only tale he has deigned to share in his scant time with his new companions is his drive to kill Lamm. He blamed the crimelord for organizing the murder of his brother, Ostog, and is determined to set his brother's spirit to peace with this act of vengeance, and his barely-contained fury suggests he's at no risk of backing out when fighting inevitably rears its head at the docks.
Hand: Kusarigama, Staff of Minor Healing, The Cricket (Harrow), Blessing of the Quartermaster, Incitation,
Displayed:
Deck: 8 Discard: 0 Buried: 3
Hero Points: 0
NOTES:
Available Support: The Cricket (Unhallowed) - Discard to bless a Dexterity check (please do so if an opportunity presents itself)
Blessing of the Quartermaster (Unhallowed) - Discard to bless a noncombat check, or bury to bless a combat check
Incitation - Bury to bless (possibly freely)
Staff of Minor Healing - Recharge to heal a local character for 1
Bury a card (Character Power) - +1d8+1 to a local Strength check. Please use from the bottom of my hand first.
Movement: Move to the Alley.
Middle of Deck (Unknown Order): Blessing of Wadjet, Merchant, Good Omen (Core), Cure (Core), Divine Insight (Core), Shining Wayfinder, Fencer, Explorer's Pith Helmet
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5
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.

Count Jeggare |

As repayment for services rendered, Varian joins Radovan on his quest for vengeance against Gaedren Lamm. Radovan has made contact with some like-minded folks of a somewhat exotic nature. They all look surly enough to get the job, if somewhat lacking in intellectual curiosity for Varian's taste.
No sooner did they enter the slums, then did they get fleeced by Lamm's Lambs. It is altogether too clear that this ordinarily straightforward carriage of justice was going to be fraught with cursed luck.
The hunt begins at the Fishery. Varian puts a cloth over his mouth and nose. To others he looks like a fancy bandit, but Varian just hopes the smell won't tickle his nausea like spellcasting does.
Dragon's Demand AP Reward: Replace Corrosive Dagger +1 with Soothing Word
Impoverished
Hand: Lightning Touch, Soothing Word, Grave Tender, Life Drain, Magic Eye, Sleep, Sage's Journal, Codex, Cult Acolyte,
Tough choice! Bury Grave Tender, Cult Acolyte, Magic Eye.
Hand: Lightning Touch, Life Drain, Soothing Word, Sleep, Sage's Journal, Codex, The Crows,
Displayed: Radovan (Core),
Deck: 6 Discard: 0 Buried: 3
Current Location: Fishery
Hero Points: 0
NOTES:
Available Support: Sleep: local check against monster or ally, add 1d6.
Codex: local check to acquire, add my Knowledge (1d12+2)
Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+2)
Soothing Word: heal local a card and remove a scourge.
Other: Urban Local: Add 1d4 to any check, recharge in this order The Crows, Soothing Word, Sleep, Codex, Sage's Journal, Lightning Touch, Life Drain.
Middle of Deck (Unknown Order): Flame Staff, Blessing of the Archdevils, False Life, Blessing of Barbatos, Card Caster, Blessing of the Archdevils
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☐ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

Zellara the Harrower |
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Zellara peeks through the curtain at the motley group assembled at the table. An intimidating Kelishite cloaked in blue. An Ulfen man whose expression betrays his inner anger. A Shoanti woman with a fierce gaze. A Chelaxian nobleman with an air of superiority, accompanied by a Tiefling failing to impress the group with his poor attempts at jokes. A strange assortment, to be sure, but united by a common cause. Zellara is sure that they will be perfect for the task at hand.
She steps out and makes herself known to the group, her prized harrow deck in hand. "Thank you for coming, my friends," she begins, and spins a tale of Gaedren Lamm and their shared thirst for vengeance against him.
She lays out a set of nine cards face-down and has each member of the group choose one. The Shoanti goes first, revealing the Rabbit Prince. "Ah, the Rabbit Prince." Zellara begins, "He represents your penchant for hand-to-hand combat. His broken sword symbolizes that anyone can fall in battle, regardless of their skill or bravery. Take care that it is not you."
The Chelaxian is next, revealing himself to be Count Varian Jeggare. The tiefling beside him introduces himself as Radovan, and indicates that the two of them are sharing in this reading. He draws the Crows. Zellara continues, "The Crows are a dangerous bunch who violently take that which is loved, whether that be possessions or the lives of those close to you. With Gaedren around, it is almost certainly the former. Be cautious around your belongings, lest you find yourself Impoverished ere long."
The next man states his name is Zadim, and draws to his surprise a second copy of the Rabbit Prince. Zellara chuckles, "Of course, there is normally only one of each card in a harrow deck. However, the Rabbit Prince is nothing if not capricious. Do not expect fair fights, for you will not receive them."
Finally, the Ulfen shares his name, Hakon, and comes up to draw a card. "The Cricket possesses both fast mind and body, in equal measure. Rushing ahead without thinking is a sure way to fall into one of Gaedren's traps. Be careful that your anger does not cloud your sensibilities."
Zellara collects the cards and shuffles the deck once more, before laying them out in a 3-by-3 spread. She flips over the leftmost column, revealing the Brass Dwarf, the Trumpet, and the Big Sky. "This represents the past, of events that have transpired to lead us here today. Of these, the Big Sky stands out to me the most. It represents those of you who have thrown off the perceived shackles of your homeland to find your way here to Korvosa, only to be accosted and pillaged by Gaedren Lamm and his Lambs. His actions grew bolder as time went on, and you found yourselves in new shackles, figuratively speaking, as the hollow promises of the Korvosan guard have not bore fruit yet prevented you from acting on your own until now. The Brass Dwarf speaks of his ability to evade the law and continue operating. There is an old fishery north of here, where the Korvosan guard do not visit. This is surely where he has established his hideout."
Next, she flips the middle column, showing the Locksmith, the Fiend, and the Empty Throne. "These represent the present and very near future, knowledge which will be certainly be useful before closing in on Gaedren. The Fiend represents Gaedren himself, a dark shadow who subjugates children and mercilessly creates drug addicts to fuel his criminal empire. He will almost certainly attempt to stymie your progress and prevent his defeat. Be cautious walking his Unhallowed grounds, for you may find it hard to find assistance in a time of need. The Locksmith represents the unlocking of your destiny. Defeating Gaedren will be the beginnings of a much greater journey, although what that may entail I cannot say right now."
Finally, Zellara flips the final column, showing the Survivor, the Desert, and the Twin. "These cards represent the future, showing events that may come to pass. The Survivor shows the rebirth of someone, shaped by the ordeals they have been through to bear a mantle thought to have disappeared."
"The rest of the cards speak to me only in vague terms. I see a muddled future ahead for all of you. Look to the Stars for guidance should you feel lost, lest you stumble on your own two feet."
Zellara smiles. "According to the harrow, he can be found in an old fishery north of here, at Westpier 17, where he trains abducted children to be pickpockets and counts his stolen treasures. Be careful, a man who feeds children to an alligator, and who cultivates sharks around his place of business, cannot be trusted. Tread lightly, but ever resolutely. It is time for Gaedren Lamm to pay." With that, she retreats back behind the curtain, her work complete. It's time to rest, knowing that their shared vengeance will soon be realized.
A picture of the spread is available for the curious.

Zova, Shoanti Wanderer |

Starting at the Fishery with everyone else, although I may move away on my turn. Choosing my starting hand size to be 5, then drawing 3 extra with Impoverished. Impoverished buries Erutaki Coat, Porcupine, and Aspect of the Hawk.
After arriving in Korvosa, Zova found a small place to call her own using some money collected along the way from various odd jobs such as guarding traveling caravans. While the living was meager and she had wanderlust to head off elsewhere, she wanted to see how living in a city compared to living off the land in the Cinderlands with her tribe and family. After a short time, she was approached by a small child who asked if she would like to purchase "protection" since there was a lot of crime in the city.
Thinking back to her experiences, Zova declined knowing that she was perfectly capable of protecting herself, or at least running away when things got really bad. The child attempted to persuade her otherwise, but Zova's confusion as to why she needed additional protection eventually drove him away.
A couple of days later, after spending some time in the market, she returned to find her small shack ransacked, with what little valuables she had missing. Her neighbors informed her that this was likely the work of someone named Gaedren Lamm, once she told them about the encounter with the child. It was then she finally realized that this protection was not meant to protect her, it was meant to steal from her either voluntarily or involuntarily, and she chose the latter.
She almost left Korvosa right then and there, to go back to living off the land. Certainly, she was doing that to feed herself for a time while she could work to replace what she lost. However, something about the city made her want to stick around and see more of it. Some weeks later, she received a strange letter bidding her to come to a fortune-teller named Zellara. Unsure of what to make of it, she complied nonetheless and set off to the building indicated in the text.
Hand: Cloud Puff, Balmberry, Stone Weasel, Shock Lizard, Blessing of the Green Faith 1, The Rabbit Prince,
Displayed:
Deck: 7 Discard: 0 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessings available, if any.
Other: 1*: Playmat available, reroll available
Middle of Deck (Unknown Order): Blessing of Gozreh, Hatchet, Amulet of Mighty Fists, Bat, Dog, Aspect of the Mouse, Blessing of the Green Faith 2
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
[i][/i]
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

BR Mhuirich |

During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
Additional Rules:
Wildcards
Harrow of Stars: After your check that was not blessed, recharge a random card.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrows
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead.
CotCT Blessing 1
Traits: Harrow Promo Suit: Keys Veteran
When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+#
On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter.
Danger:
Story Bane
Traits:
Skirmish
Task
To Defeat:
Constitution
Fortitude 8OR
Charisma
Diplomacy 6
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1
Turn: 1, Zova/skizzerz
Monsters
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Core
Monster 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.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Barriers
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapons
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.
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.
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.
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Armors
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.
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.
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.
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.
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
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 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.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Item 0
Traits:
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.
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Allies
Core
Ally 1
Traits:
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.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Ally 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.
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.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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 to close or to guard, add 1d4.
Current Hour:
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.
Hours Remaining: 29
Hourglass
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
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.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
The 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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The 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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
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.
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.
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.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The 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.
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.
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.
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.
Location #1: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
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.
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
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.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
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.
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.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
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.
Location #2: Fishery
Aquatic
Urban
Wild
At This Location: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, None
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.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
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.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Story Bane 0
Type: Monster
Traits:
Bandit
Human
To Defeat:
Combat 9+##
OR Banish A Random Boon
Before acting, recharge a card.
If undefeated or evaded, bury the bottom card of your deck.
Core
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.
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.
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.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
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.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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 #4: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Story Bane 0
Type: Monster
Traits:
Alchemist
Human
To Defeat:
Combat 11+##
OR Craft
Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
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.
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.
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.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
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.
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.
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.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Core
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.
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.
CotCT
Story Bane 0
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
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.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
CotCT
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.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Barrier 1
Traits:
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.
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.
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Zadim - Maelwys |

After receiving his Harrow reading, and the location of the criminal Lamm, Zadim smiles to himself. The seer said it was Lamm's time to pay. And pay he will indeed...
Zadim had been sent to Korvosa on a mission from the cult, to deal out Sarenrae's Justice to this criminal. Somebody in town was apparently fed up with Lamm's actions, and the fact that he continues to escape the local law. They sent word to the Dawnflower Cult, along with a generous donation to the cause. And as a result, Zadim was dispatched north to take care of Sarenrae's business, and put an end to this villain. So far, Lamm had managed to mostly stay concealed from him. Zadim lacked the local knowledge to quickly dig him out of hiding. But he was okay with that... he merely bides his time, spending each day hanging out in the lower districts, getting to know people. Making contacts with the underworld, in hopes that somebody will lead him back to Lamm.
Today, those contacts finally paid off. The mysterious summons from the seer, and now at last a location. Zadim was a bit put off by the other four people in the room for the reading. Used to working alone, he wasn't quite sure how to deal with these extras. And they had the location now too, and apparently their own motivations to be hunting Lamm down. They look competent enough... might as well let them tag along for the moment. When the moment comes, if they get in the way, he'll deal with them then. For now, they could be useful tools to help him get through the crowds of thugs that Lamm has doubtless surrounded himself with. Yes, this should work just fine...
"Fair Fights? I never expect a fair fight, I always have the advantage..." Zadim chuckles at the seer, as he subtly pats the belt pouch contain his assortment of poisons, ensuring that they're all still there and ready. "Lamm will pay, indeed. Sarenrae demands it."
And with that, Zadim turns to leave, following the rest of the group down towards the fishery and in search of Lamm's hideout.

Zova, Shoanti Wanderer |

Hour of Abadar's Law. Stay at Fishery and explore, which first examines the top 2 cards: Ill Tidings and Ratling. Shuffle Ratling into the location and encounter Ill Tidings, which in turn makes me encounter the top card of the hourglass: The Queen Mother. Varian recharges The Crows per his character power to add 1d4. Wisdom 4+1=5: 1d8 + 1d4 ⇒ (8) + (4) = 12 Acquired. After an unblessed check, randomly recharge The Queen Mother Shock Lizard (see below) from my hand.
Discard Stone Weasel to explore; my checks to acquire items this exploration gain an additional 1d4. Examine the top two cards of Fishery: 1d9 + 1 ⇒ (7) + 1 = 8 Wand of Force Missile and 1d9 + 1 ⇒ (7) + 1 = 8 1d9 + 1 ⇒ (5) + 1 = 6 Giant Slug. Let's go for the wand since I have a free d4 on it, so Giant Slug is shuffled back into the location. Varian recharges Soothing Word. Intelligence 6: 1d6 + 2d4 ⇒ (5) + (2, 4) = 11 Acquired. After an unblessed check, randomly recharge Shock Lizard The Queen Mother.
Discard The Rabbit Prince to explore. For playing my harrow, I draw Aspect of the Mouse and give Wand of Force Missile to Varian. Examine the top two cards of Fishery: 1d9 + 1 ⇒ (5) + 1 = 6 Giant Slug and 1d9 + 1 ⇒ (2) + 1 = 3 Reefclaw. Encounter Giant Slug and shuffle Reefclaw back into the location. Survival 6: 1d8 + 3 ⇒ (5) + 3 = 8 Acquired. After an unblessed check, randomly recharge Giant Slug Cloud Puff.
Banish Balmberry to recovery to heal The Rabbit Prince. Attempt to recover Balmberry at the end of my turn: Survival 8: 1d8 + 3 ⇒ (5) + 3 = 8 Balmberry is recharged. After an unblessed check, randomly recharge Aspect of the Mouse Giant Slug. Then reset my hand, choosing a hand size of 7 and revealing Cloud Puff to treat it as 8.
Edit: Harrow of Stars happens before the card is acquired, not after. I need to adjust all of those rolls. Ill Tidings has me recharge Cloud Puff, Balmberry, Stone Weasel, Shock Lizard, Blessing of the Green Faith 1, The Rabbit Prince: 1d6 ⇒ 4 Shock Lizard. Wand of Force Missile has me recharge Cloud Puff, Balmberry, Blessing of the Green Faith 1, The Rabbit Prince, The Queen Mother: 1d5 ⇒ 5 The Queen Mother. Giant Slug has me recharge Cloud Puff, Balmberry, Blessing of the Green Faith 1, Aspect of the Mouse: 1d4 ⇒ 1 Cloud Puff. Balmberry's recovery check would have me recharge Blessing of the Green Faith 1, Aspect of the Mouse, Giant Slug: 1d3 ⇒ 3 Giant Slug. Giant Slug could not have been in my new hand, so replacing it below with a different card. I happened to draw Cloud Puff again, so the only meaningful change in my hand is that I have Aspect of the Mouse instead of Giant Slug.
The group arrives at the fishery. The dilapidated building and dark alleyways surrounding it bring with them a sense of foreboding and ill tidings. However, they push through and begin to search the area for signs of Gaedren or his Lambs. Zova spots a curious wand nestled in a dark corner. Upon retrieving it, Count Jeggare informs her that it shoots out missiles of force. Having no use for such a thing, Zova hands it him for safekeeping.
As they progress, sounds of squelching echo from a nearby alley. Zova senses that some animal must be living nearby, and attempts to empathize with it. Since it lives here, it must surely know of some safe paths as they navigate their way around the area.
Hand: Cloud Puff, Hatchet, Blessing of Gozreh, The Rabbit Prince, Blessing of the Green Faith 1, Amulet of Mighty Fists, Aspect of the Mouse, Dog,
Displayed:
Deck: 6 Discard: 1 Buried: 3
Current Location: Fishery
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Cloud Puff available (banish to recovery for a local character to ignore BA and AA). Giant Slug available (recharge to add 1d4 and Acid to local combat)
Other: 1*: Playmat available, reroll available
Middle of Deck (Unknown Order): Bat, Blessing of the Green Faith 2, The Queen Mother, Shock Lizard
Recharged: Balmberry, Aspect of the Mouse,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
[i][/i]
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).
Varian recharges The Crows and Soothing Word, and is given Wand of Force Missile.
Fishery cards 1, 6, and 8 acquired. A Ratling and Reefclaw were examined. Fishery is shuffled.
The top card of the hourglass was acquired, turns will be out of sync with the hourglass by 1 card until the next BR update.

Count Jeggare |

Off Turn, recharge The Crows and Soothing Word
Hour of the Dance
Free Explore. Shuffle Examine two cards and encounter one
Shuffle examine. Reroll 1,6,8: 1d10 ⇒ 3 Fishery Card 3: Reefclaw
Shuffle examine. Reroll 1,3,6,8: 1d10 ⇒ 3 Reroll
Shuffle examine. Reroll 1,3,6,8: 1d10 ⇒ 1 Reroll
Shuffle examine. Reroll 1,3,6,8: 1d10 ⇒ 2 Fishery Card 2: Ratling
Encounter Reefclaw. Banish to Recovery Lightning Touch. Discard Zadim's Blowgun
Combat 11: 1d12 + 2 + 2d4 + 1d8 + 2 ⇒ (2) + 2 + (3, 1) + (5) + 2 = 15
Forced Reroll
Combat 11: 1d12 + 2 + 2d4 + 1d8 + 2 ⇒ (11) + 2 + (2, 1) + (3) + 2 = 21
Harrow of the Stars, Recharge Random: Sleep
Recovery: Discard Lightning Touch. Before Reset recharge Lightning Touch
As Zova hunts in the dark corners, Varian thinks he's found Gobblegut and sends electricity through his hands in preparation. To his surprise a Reefclaw bursts from the dark waters. It almost grabs Varian in its pincers but Zadim distracts it with some timely shots from his blowgun. Varian lets the shock loose into the creature. Varian doesn't think it has survived but doesn't see any sign of its corpse either. The Count takes a step back to recover from a wave of nausea. Radovan jokes that Zadim is trying to take his job as Varian dabs the sweat from his forehead.
Hand: Life Drain, False Life, Wand of Force Missile, Sage's Journal, Codex, Blessing of the Archdevils 1,
Displayed: Radovan (Core),
Deck: 8 Discard: 0 Buried: 3
Current Location: Fishery
Hero Points: 0
NOTES:
Available Support: Blessing Available in a pinch (buries)
Codex: local check to acquire, add my Knowledge (1d12+2)
Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+2)
Wand of Force Missile: local combat add 2d4 Force and Magic
Movement: Move to Alley
Other: Urban Local: Add 1d4 to any check, recharge in this order Blessing of the Archdevils, Codex, Sage's Journal, Wand of Force Missile, Life Drain.
Middle of Deck (Unknown Order): Flame Staff, Blessing of the Archdevils 2, Blessing of Barbatos, Card Caster
Recharged: The Crows, Soothing Word, Sleep, Lightning Touch,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☐ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Display False Life
Discarded Zadim's Blowgun
Banished Fishery 3

Zadim - Maelwys |

Off-turn - Discard Blowgun for Varian's combat.
Turn 3, under the Harrow of The Winged Serpent - Your Ranged check is blessed.
Recharge Daggermark Poisoner to draw Blowgun from discard
After distracting the Reefclaw, Zadim takes a minute to reload his blowgun. He feels like there are favourable winds right now, this could be a very good time to use it.
Free Exploration - Fishery #: 1d9 + 1 ⇒ (1) + 1 = 2 (Ratling) or Fishery #: 1d7 + 3 ⇒ (6) + 3 = 9 (Cruel Longsword). Select Longsword and shuffle the Ratling back in again.
Varian discards Codex for +1d12+2.
Check to Acquire - Strength 10: 1d8 + 1d12 + 2 ⇒ (3) + (3) + 2 = 8 - Failed, banished.
Harrow of Stars: 1d5 ⇒ 2 - Sai is recharged
Continuing to poke around the fishery for any evidence of Lamm or his gang, Zadim spots a jagged longsword hidden under a pile of netting. Unfortunately, the serrated blade is tangled with the nets now, and it's not exactly his style anyway, so he decides to just leave it there and move on.
Discard The Real Rabbit Prince into (Turn order): 1d4 ⇒ 2 Varian's discard pile to draw 1 (Blessing of the Quartermaster) and explore - Fishery #: 1d9 + 1 ⇒ (5) + 1 = 6 1d9 + 1 ⇒ (5) + 1 = 6 1d9 + 1 ⇒ (7) + 1 = 8 1d9 + 1 ⇒ (9) + 1 = 10 (Skeletal Owlbeast) or Fishery #: 1d6 + 1 ⇒ (2) + 1 = 3 Fishery #: 1d6 + 1 ⇒ (1) + 1 = 2 (Ratling). Select Owlbeast and shuffle the Ratling back in once more.
BYA - Acrobatics 5: 2d8 + 2 ⇒ (2, 8) + 2 = 12 - Damage avoided
Reveal Dawnflower's Petal for combat. Recharge Dawnflower's Petal for +2d4. Blessed by The Real Rabbit Prince.
Check to Defeat - Combat 14: 2d8 + 1d4 + 1 + 2d4 ⇒ (5, 1) + (3) + 1 + (3, 1) = 14 - Defeated
Keeping in mind the seer's earlier warning about fair fights, Zadim continues onwards with his explorations, his trusty blowgun in hand, his darts tipped in his strongest poison, ready to win the day. Suddenly he's set upon by an Owlbeast... a very dead looking owlbeast. "Oh, so that's what you mean about unfair fights... yeah, I guess that only makes sense..." he mutters to himself. Quickly stashing the blowgun he pulls out his favourite blade and charges at the creature. He rolls under it's initial assault with ease, coming back to his feet near it and hacking it with his knife. Although it's not super effective in its attacks, his quick dervish fighting style soon overwhelms the creature as bits of bone litter the ground, the undead finally put back to rest.
Zadim takes a moment to gather his thoughts and secure his belongings, stashing the now chipped up blade until he has time to sharpen it again properly.
Display Spider Venom.
Draw 4 to reset my hand (revealing Blue Star for +1 Hand Size).
Hand: Blowgun, Rapier (Core), Blue Star, Spider (Core), Blessing of the Quartermaster, Studded Leather Armor,
Displayed: Spider Venom,
Deck: 5 Discard: 0 Buried: 3
Hero Points: 0
NOTES:
Available Support: Local combat - Discard Blowgun to add 1d8+2
Local combat - Blue Star to add +1d6 and Poison
Non-Combat check - Discard BotQuartermaster to bless
Movement: Keep me with the group
Other: 1* Shirt Reroll available
Middle of Deck (Unknown Order): Blessing of the Quartermaster (2), Shuriken +1
Recharged: Daggermark Poisoner, Sai, Dawnflower's Petal,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☐ or recharge) a non-2-Handed weapon to add your Stealth.
Varian discards Codex and adds The Real Rabbit Prince to his discard pile.
Fishery cards #9 and #10 are banished. (only 2, 4, 5, 7 remaining)

Count Jeggare |

Off turn, discard Codex and put Real Rabbit Prince in discard
Hand: Life Drain, Wand of Force Missile, Sage's Journal, Blessing of the Archdevils 1,
Displayed: Radovan (Core), False Life,
Deck: 8 Discard: 2 Buried: 3
Current Location: Fishery
Hero Points: 0
NOTES:
Available Support: Blessing Available in a pinch (buries)
Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+2)
Wand of Force Missile: local combat add 2d4 Force and Magic
Movement: Move to Alley
Other: Urban Local: Add 1d4 to any check, recharge in this order Blessing of the Archdevils, Codex, Sage's Journal, Wand of Force Missile, Life Drain.
Middle of Deck (Unknown Order): Blessing of Barbatos, Card Caster, Flame Staff, Blessing of the Archdevils 2
Recharged: The Crows, Soothing Word, Sleep, Lightning Touch,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☐ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

BR Mhuirich |

During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
Additional Rules:
Wildcards
Harrow of Stars: After your check that was not blessed, recharge a random card.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrows
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead.
CotCT Blessing 1
Traits: Harrow Promo Suit: Keys Veteran
When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+#
On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter.
Danger:
Story Bane
Traits:
Skirmish
Task
To Defeat:
Constitution
Fortitude 8OR
Charisma
Diplomacy 6
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1
Turn: 4, Hakon/Yewstance
Monsters
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
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.
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.
Barriers
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Weapons
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
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.
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.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may 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.
Armors
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 0
Traits:
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.
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 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.
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.
CotCT
Item 0
Traits:
Liquid
Magic
To Acquire:
Wisdom
Divine 3
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Allies
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.
CotCT
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy 6
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
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.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Ally 0
Traits:
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
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.
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.
Hour Power: On your check against an Outsider card, add 1d4.
Current Hour:
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.
Hours Remaining: 25
Hourglass
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.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
The 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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
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.
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.
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.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The 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.
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.
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.
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.
Location #1: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
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.
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
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.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
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.
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.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
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.
Location #2: Fishery
Aquatic
Urban
Wild
At This Location: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, None
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Story Bane 0
Type: Monster
Traits:
Bandit
Human
To Defeat:
Combat 9+##
OR Banish A Random Boon
Before acting, recharge a card.
If undefeated or evaded, bury the bottom card of your deck.
Core
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.
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.
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.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
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.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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 #4: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Story Bane 0
Type: Monster
Traits:
Alchemist
Human
To Defeat:
Combat 11+##
OR Craft
Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
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.
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.
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.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
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.
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.
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.
Location #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Core
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.
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.
CotCT
Story Bane 0
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
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.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
CotCT
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.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Barrier 1
Traits:
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.
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.
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Hakon - Story Seeker |

OFF-TURN ACTIONS:
...None! Huh, that's weird. I'm too used to playing as Lem in this party. I'm still half a bard, but I've got virtually half the hand size to match.
========================
Hakon starts his turn.
Hour Power: On your check against an Outsider card, add 1d4.
Hakon recharges Staff of Minor Healing to heal Varian a card.
The foreign Skald grunts, quietly observing the actions of his reluctant companions. Despite his stony countenance, he's impressed by their daring and finds the Count's presence a particular source of fascination. Such an unorthodox wizard - a Chelaxian aristocrat, at that - with such a curious bodyguard... surely they must have tales to tell.
If his every nerve wasn't screaming for blood, Hakon would have been downright thrilled to hear the wizard's stories. Instead, though, the Skald heals up the devilish bodyguard accompanying the man with a magical stave, then draws one of the curious foreign implements from his belt to strike off on his own, clearing up any doubt as to whether it was a mere trophy or actual tool of war.
Hakon moves to the Alley.
Free exploration:
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Harrow of Stars: Hakon randomly recharges Incitation.
Invisibility banished.
Spying a curious alley, the Ulfen warrior splits apart from the group to investigate silently. Oddly enough, he comes across what appears to be a scroll case hidden amidst the murk - perhaps discarded by some Lambs that didn't recognize it's potential value. He cautiously opens and draws out the scroll inside, unfurling it. His eyes light up at his find - it appears to be an Invisibility spell!
Leveraging his limited knowledge of the arcane, Hakon begins to read the verbal components of the spell. Whilst an invisibility spell may not be immediately helpful; he'd rather test his abilities in casting it rather than find out that the mysterious scroll in an alley turned out to be a dud when it's needed.
Completing the spell, Hakon places the scroll on a nearby barrel and finishes casting, raising his hands as...
..the scroll disappears from sight. And the barrel. Hakon himself is still perfectly visible.
Ooops.
(Fishery) Hakon discards The Cricket (Harrow) to move to the Fishery and explore again.
Harrow: Hakon draws Fencer.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
(Unhallowed) Hakon discards Blessing of the Quartermaster to bless.
Intelligence 4 (Blessed): 2d6 ⇒ (5, 4) = 9 -> Pass.
Acquired.
Grateful that nobody saw his embarrassing brush with the arcane, Hakon returns to the group, following the noises made. With the combat and stumbling through the Fishery, he's wary that Lamm would recognize their approach and flee before he's cornered.
Some earlier combat appears to have broken open a crate laying on the docks, spilling its goods. They appear to be mostly preserved food and petty baubles, but a bottle catches Hakon's eye, and he picks it up. It looks like a healing potion, but he'd have to test that theory later.
Hm. 3 cards in hand, 2 cards in discards...
If I discard Fencer to explore, I run a very high risk of losing my Weapon to Harrow of Stars unless I seek blessing assistance.
If I just end my turn, I end my turn with an almost-full hand, which means I haven't made the most of my turn yet, in general.
If I use the Elixir on myself and then end my turn, I've gotten much more value, but also accepted a minimum-heal.
...Since there's a lot of "rechargeable" blessings, I'm going to explore again. It's very likely I can close this location with one last exploration, which is worth the resource expenditure. Discarded cards can be healed, but turns don't grow on trees.
(Fishery) Hakon discards Fencer to explore his location, adding 1d4 and the Finesse and Swashbuckling traits to combat checks during this exploration.
Card #: 2d3 ⇒ (1, 3) = 4
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
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.
(Fishery) Hakon encounters the Wand of Acid Burst, shuffling Ratling back.
Request that Zova discards Blessing of the Green Faith to bless.
Intelligence 6 (Blessed): 2d6 ⇒ (6, 2) = 8 -> Pass.
Acquired.
There's also a Wand amidst the goods. Having learned from his brush with the Invisibility scroll, Hakon is determined to give this one to the resident Wizard rather than play with its magics himself.
Hakon sends Elixir of Healing to Recovery to heal himself 1d4 + 1 ⇒ (2) + 1 = 3 cards.
Hakon has all cards in his discard pile healed: (The Cricket (Harrow), Blessing of the Quartermaster, Fencer). Deck shuffled.
Hakon ends his turn.
Recovery: Hakon cannot attempt the check against Elixir of Healing, so it's banished.
Hakon resets his hand.
Hand: Kusarigama, The Cricket (Harrow), Merchant, Wand of Acid Burst,
Displayed:
Deck: 10 Discard: 0 Buried: 3
Hero Points: 0
NOTES:
Available Support: The Cricket (Unhallowed) - Discard to bless a Dexterity check (please do so if an opportunity presents itself)
Merchant - In an emergency, Discard to give a card to another player (if you really need a weapon or the Wand)
Bury a card (Character Power) - +1d8+1 to a local Strength check. Please use from the bottom of my hand first.
Movement: Move with Varian IF the Wand of Acid Burst is in my hand. Move to the Alley otherwise.
Other: Not a bad turn for a character with such a small hand size under the Harrow of Stars, though that henchman in the Fishery seems unreasonably slippery.The wand is not useful to me; feel free to bury it from my hand for my power. Otherwise, I'll give it to Varian on my next turn.
Middle of Deck (Unknown Order): Explorer's Pith Helmet, Blessing of Wadjet, Fencer, Blessing of the Quartermaster, Good Omen (Core), Cure (Core), Divine Insight (Core), Incitation, Staff of Minor Healing, Shining Wayfinder
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5
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.
Zova discarded Blessing of the Green Faith.

Zova, Shoanti Wanderer |

Off-turn: discard Blessing of the Green Faith. Hour of The Mute Hag. Hour: summon and encounter a spell at start of turn.
Random Spell 1: Toxic Cloud. I'd need to spend way too many resources to have a good shot at this, so choose to fail. Harrow of Stars: randomly recharge The Rabbit Prince. Stay at Fishery and explore, examining Ratling and Henchman Proxy A2 (Lamm's Lamb). Encounter the henchman.
Lamm's Lamb: Choose the Fortitude check. Discard Dog to my character power to add Survival. Fortitude 8: 1d8 + 1 + 1d8 + 3 ⇒ (6) + 1 + (7) + 3 = 17 Defeated. Harrow of Stars: randomly recharge Amulet of Mighty Fists. Summon and encounter Jigsaw Shark to close.
Jigsaw Shark: Reveal Hatchet (using Survival). Zadim discards Blowgun to add his Stealth. Combat 11: 1d8 + 1d6 + 3 + 1d8 + 2 ⇒ (6) + (5) + 3 + (5) + 2 = 21 Defeated. Fishery closes, move everyone to a location of Varian's choice. A marker is added to the scenario. Harrow of Stars: randomly recharge Cloud Puff.
End turn, choosing hand size of 7.
While walking down a section of the wharf, a small child sprung out to assault Zova. Knowing that they are being essentially kept hostage here, Zova tried to wrestle the kid into submission while he attacked her with a knife. Due to her larger size and knowledge of hand-to-hand combat, she was successful.
However, the fight did manage to cut Zova a bit, spilling some blood into the nearby water. A jigsaw shark, smelling prey, quickly swam to the area. Knowing that these waters would be much safer without these menaces, Zova grabbed her hatched and asked Zadim for backup while she attacked it. The two of them made short work of the shark, and the kid informed them that Lamm wasn't around this area, although he wasn't sure where his "boss" was exactly.
Thanking the child, and perhaps feeling pity for his predicament, told him to hide in the fishery for the time being until the area was safe. Then they'd get them and take them to... well, somewhere. Being new to Korvosa herself, Zova wasn't sure where kids could go to be cared for, but she was certain that at least someplace in Korvosa would be willing to take them in, perhaps a church or an orphanage.
Hand: Blessing of the Green Faith 2, Hatchet, Blessing of Gozreh, The Queen Mother, Shock Lizard, Bat, Aspect of the Mouse,
Displayed:
Deck: 5 Discard: 3 Buried: 3
Current Location: ?
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Bat available (recharge for 1d4 on local Ranged/Survival).
Other: 1*: Playmat available, reroll available
Middle of Deck (Unknown Order): 0
Recharged: Balmberry, Giant Slug, The Rabbit Prince, Amulet of Mighty Fists, Cloud Puff,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
-
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).
Status Link
Most Recent BR Refresh
Random Card(s) Used: Spell 1
Additional Info 1: 1 Scenario marker
Boat 1-10 remain
Hakon, Varian, Zadim, Zova - Fishery BANISHED
Reading Room 1-10 remain
Alley 2-10 remain
Docks 1-10 remain
Office 1-10 remain
Zadim discards Blowgun.

Count Jeggare |

Off Turn Heal The Real Rabbit Prince. Everyone moves to the Ally
Hour of Orison
Free Explore and Encounter Chemist
Summon and Encounter Lamm's Lamb
Reload Radovan, Add Scenario Marker, Reveal Sage's Journal
Diplomacy Knowledge 6: 1d12 + 2 + 1 + 1d4 ⇒ (7) + 2 + 1 + (1) = 11
Randomly Recharge Life Drain
Chemist BYA: Everyone suffers 1 Acid damage. Cards discarded as damage are discarded randomly Ouch!
Banish to recovery False Life
Banish to recovery Wand of Force Missile. Reveal Sage's Journal. Urban: Recharge Sage's Journal
Combat 11+4: 1d12 + 2 + 2d4 + 1d4 + 1d4 ⇒ (2) + 2 + (3, 2) + (4) + (3) = 16
Randomly Recharge Blessing of the Archdevils 1
Close: Summon and acquire ally: Harrower (thank the gods!)
Discard Zova's Blessing of Green Faith
Knowledge 5: 1d12 + 2 + 1d12 ⇒ (1) + 2 + (6) = 9
Closed
Add a Scenario Token
This may be a good time to fan out. Varian moves to Reading Room. Though according to Hakon and Zadim's instructions they'll follow?
Varian ends his turn.
Varian attempts to recover all cards in his Recovery pile.
False Life discarded.
Wand of Force Missile: Arcane 8: 1d12 + 2 ⇒ (10) + 2 = 12 -> Wand of Force Missile recharged.
Before Reset, recharge False Life
Varian resets his hand.
Radovan suddenly dashes down an ally. Obliged to follow Radovan's crusade, Varian follows suit. Unclear of what's happening, the rest of the party joins the mad dash.
They soon find Radovan trying to talk some sense into a Lamm's Lamb. Little do they know that this is a trap set by Yargin Balko who surprises the party with an explosion of acid. The acid disperses Varian's shield of unlife (cast after his last fight), but others leaves Varian unscathed. Varian hurriedly lifts his wand and blast the chemist's acid containers covering the ambusher with his own product. The screams are horrid, but the smell is worse. The party leaves the scene posthaste.
One of Zellara's harrowers is waiting outside and quickly guides Varian to the Reading Room, the cards have shown him that they path to Lamm must go through there.
Hand: Sleep, Flame Staff, Harrower, The Crows, Blessing of the Archdevils 2,
Displayed: Radovan (Core),
Deck: 10 Discard: 1 Buried: 3
Current Location: Reading Room
Hero Points: 0
NOTES:
Available Support: Blessings Available in a pinch (buries)
Sleep: local check against monster or ally, add 1d6.
Movement: Move to Office
Other: Urban Local: Add 1d4 to any check, recharge in this order Blessing of the Archdevils, The Crows, Harrower, Sleep, Flame Staff.
Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatos, Lightning Touch, The Real Rabbit Prince, Soothing Word
Recharged: Life Drain, Sage's Journal, Blessing of the Archdevils 1, Wand of Force Missile, False Life,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☐ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Display Radovan on Zadim's turn
Status Link
Most Recent BR Refresh
Notes for Zova: BYA 1 Acid Damage, Discarded Blessing of Green Faith
Notes for Zadim: BYA 1 Acid Damage
Notes for Hakon: BYA 1 Acid Damage
Random Card(s) Used: Spell 1, Ally 1
Additional Info 1: 2 Scenario markers
Boat 1-10 remain
Varian - Reading Room 1-10 remain
Hakon, Zadim, Zova - Alley BANISHED
Docks 1-10 remain
Office 1-10 remain

Zadim - Maelwys |

Zova's Turn: Discard Blowgun
Varian's Turn: Random Damage: 1d5 ⇒ 1 - Rapier. Ouch, that hurt.
After getting burned by the chemist's poison, and having his rapier damaged in the process, Zadim is getting frustrated by this gang. So when Varian suggests that we split up and each try to track down these goons in our own manner, Zadim is quick to head down to the docks to see what he can find.
Turn 7, under the harrow of The Fiend
When you suffer a scourge on your turn, each local character suffers it. - Yep, sounds like a good time to split up.
Move to Docks
Recharge Blue Star to examine top card of the location and make sure it's safe to proceed without a weapon - Allying Dart
A little wary of running headstrong into an unknown situation without a weapon in his hand, Zadim sneaks into the area cautiously, keeping his eyes open for anything trying to get the drop on him... luckily, just then spies a useful weapon stuck in one of the shipping crates nearby.
Free Exploration - Docks #1: Allying Dart
Discard Blessing of the Quartermaster to bless
Check to Acquire - Dexterity 7: 2d8 ⇒ (6, 7) = 13 - Acquired
He sneaks forward and snatches it up. Feeling much more confident now that he's properly armed, he rushes ahead.
Discard Spider to explore - Docks #2: Evil Eye
Check to Defeat - Stealth 10: 1d8 + 2 + 1d4 ⇒ (3) + 2 + (3) = 8 - Failed. Barrier is banished, Zadim is Dazed.
Harrow of Stars - Recharge Studded Leather Armor (only card left in hand)
Unfortuantely as he rounds the next corner his eyes lock onto an eye symbol graffiti'd onto one of the nearby walls. And not just any graffiti, this one is imbued with magical energy. He blinks a few times as it overcomes him, and shakes his head trying to clear it. The symbol has faded from the wall, but he's still having a lot of trouble focusing his eyes... he thinks he'd better sit down for a minute to rest and try to clear his head.
End of turn, draw 5 to reset.
Hand: Shuriken +1, Sai, Allying Dart, Daggermark Poisoner, Blessing of the Quartermaster (2),
Displayed: Spider Venom,
Deck: 2 Discard: 4 Buried: 3
Hero Points: 0
Start of Hakon's turn, recharge Poisoner to draw Blowgun from discard.
Hand: Shuriken +1, Sai, Allying Dart, Blowgun, Blessing of the Quartermaster (2),
Displayed: Spider Venom,
Deck: 4 Discard: 3 Buried: 3
Hero Points: 0 // Zadim 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: Local combat - Discard Blowgun, then Allying Dart, then Sai to add 1d8+2 each
Non-Combat check - Discard BotQuartermaster to bless
Movement: Keep me with the group
Other: 1* Shirt Reroll available
Middle of Deck (Unknown Order): 0
Recharged: Dawnflower's Petal, Blue Star, Studded Leather Armor, Daggermark Poisoner,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☐ or recharge) a non-2-Handed weapon to add your Stealth.
Status Link
Most Recent BR Refresh
Notes for Zova: BYA 1 Acid Damage, Discarded Blessing of Green Faith
Notes for Hakon: BYA 1 Acid Damage
Random Card(s) Used: Spell 1, Ally 1
Additional Info 1: 2 Scenario markers
Boat 1-10 remain
Varian - Reading Room 1-10 remain
Hakon, Zova - Alley BANISHED
Zadim - Docks 3-10 remain
Office 1-10 remain

BR Mhuirich |

During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
Additional Rules:
Wildcards
Harrow of Stars: After your check that was not blessed, recharge a random card.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrows
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead.
CotCT Blessing 1
Traits: Harrow Promo Suit: Keys Veteran
When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+#
On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter.
Markers
Scenario Markers: 2 (add +2 vs Lamm's Lamb)
Story Banes
Villain: Gaedren Lamm and Gobblegut
Henchmen (Closing):
Danger:
Story Bane
Traits:
Skirmish
Task
To Defeat:
Constitution
Fortitude 8OR
Charisma
Diplomacy 6
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1
Turn: 8, Hakon/Yewstance
Monsters
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 1
Traits:
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.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
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
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.
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.
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.
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.
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
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
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.
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.
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Spells
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.
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.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
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.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 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.
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.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Core
Item 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.
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.
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Allies
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
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.
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.
CotCT
Ally 1
Traits:
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
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.
Current Hour:
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.
Hours Remaining: 21
Hourglass
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
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.
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.
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.
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The 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.
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.
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.
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.
Location #1: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
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.
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
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.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
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.
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.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
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.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Zova/skizzerz, Varian/NathanDavis, Hakon/Yewstance, None
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Story Bane 0
Type: Monster
Traits:
Bandit
Human
To Defeat:
Combat 9+##
OR Banish A Random Boon
Before acting, recharge a card.
If undefeated or evaded, bury the bottom card of your deck.
Core
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.
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.
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.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
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.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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 #5: Docks
Aquatic
Urban
At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a card to another character.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zadim/Maelwys, None
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.
CotCT
Story Bane 0
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
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.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
CotCT
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.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Barrier 1
Traits:
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.
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.
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Zova, Shoanti Wanderer |

Randomly discard Blessing of the Green Faith to damage. Bury Blessing of the Queen Mother to bless Varian's check instead (it's better used to bless than explore given that it punishes you for exploring into a Veteran card).
Hand: Hatchet, Blessing of Gozreh, Shock Lizard, Bat, Aspect of the Mouse,
Displayed:
Deck: 5 Discard: 4 Buried: 4
Current Location: Reading Room
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Bat available (recharge for 1d4 on local Ranged/Survival).
Other: 1*: Playmat available, reroll available
Middle of Deck (Unknown Order): 0
Recharged: Balmberry, Giant Slug, The Rabbit Prince, Amulet of Mighty Fists, Cloud Puff,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
-
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Hakon - Story Seeker |

OFF-TURN ACTIONS:
Varian's Turn: Hakon randomly discards Merchant to Acid damage. I'm grateful it hit one of my two weaker cards.
========================
Hakon starts his turn.
Hour Power: No effect.
Hakon gives Wand of Acid Burst (Core) to Varian.
Hakon moves to the Docks. I'm suited to closing the Office, but not really the best in practice (Varian can extremely easily roll 1d6+1d4 by recharging a card from his much larger hand size, compared to my 1d8+1) and I'm not well-suited to handling a barrier-heavy location right now.
Free exploration:
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.
Wisdom 4 (Blessed): 2d4 ⇒ (4, 2) = 6 -> Pass.
Acquired.
Hakon spies a bat swooping through broad daylight, diving into a small gap in the roof of a dockside warehouse. Taking the creature's unusual behavior as an omen, the skald quickly searches for a way into the building.
Hakon discards Bat to explore again, adding 1d4 to Survival and Ranged checks during this exploration.
CotCT
Story Bane 0
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
Story Bane
Traits:
Skirmish
Task
To Defeat:
Constitution
Fortitude 8 OR
Charisma
Diplomacy 6
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Diplomacy 6 (2*Markers): 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11 -> Pass.
Harrow of Stars: Hakon randomly recharges The Cricket (Harrow).
Defeated.
Seeing some steely-eyed kids hanging around the building and suspecting they know of Lamm's operations, Hakon makes to question them. Several of them bolt at the sight of the approaching Skald, but Hakon is fast enough to grab one by the arm, twisting it slightly and holding the struggling lamb in place.
"Easy there, little friend. Does anyone by the name of 'Gaedren Lamm', or any associates of his, frequent this warehouse?" Hakon questions, his grip iron and gaze unrelenting. The lamb continues to struggle, spitting an impressive chain of local slang and swears, among which include unlikely suggestions about Hakon's ancestry. The skald tightens his grip, twisting the boy's arm a little further.
"Let's try this again. Answer the question truthfully and there's some silver shields in it for you; nor will anyone else ever learn of our agreement. Surely you've heard not to make an Ulfen angry, after all? Us werewolves are more frightening than any man." Hakon threatens, quietly hoping that appealing to childish superstition pays off.
It clearly worked, and a minute later the kid was released with some coin, and Hakon was sufficiently certain that this warehouse was one of Lamm's meeting points. Hakon quickly finds a hidden back entrance that was pointed out by the lamb, and easily breaks down the locked door with a couple of solid impacts from his shoulder.
Thug encounter...
BA: Melee 6: 1d10 + 2 ⇒ (2) + 2 = 4 -> Fail, but suffer Exhausted to reroll (Docks).
BA: Melee 6: 1d10 + 2 ⇒ (4) + 2 = 6 -> Pass.
Harrow of Stars: Hakon randomly recharges Kusarigama.
Hakon breaks in, tearing the lock from the doorway in the process, but before his eyes can adjust to the dark interior he lifts his arm in an instinctive reaction to a glimpse of movement and cries out as a sap or bludgeon of some description slams his arm back into his own head, bruising his hand.
Combat: Hakon uses his Melee skill.
Zadim discards Blowgun to add 1d8+2.
Combat/Melee 14: 1d10 + 2 + 1d8 + 2 ⇒ (8) + 2 + (4) + 2 = 16 -> Pass.
Defeated.
There's no space or time to reach for his weapon - Hakon lashed out with his remaining arm, delivering a powerful gut-punch that quickly devolves into an ugly struggle as the thug and Hakon grapple and fight, the skald's anger making it easier and easier to ignore the pain and leverage his greater physical strength. Eventually, Hakon manages to kick the wind out of his attacker; grabbing and cracking their skull down against the floor hard enough to knock the thug out cold.
Closing Henchman defeated: Hakon attempts to close the Docks.
Zova buries Blessing of Gozreh to bless twice.
Docks: Strength 7: 3d10 ⇒ (5, 6, 2) = 13 -> Pass; Docks closed!
Hakon moves to the Office.
Scenario: A third marker is placed.
Gasping for breath, Hakon gets to his feet, taking stock of the surroundings. It certainly looks like a smuggler's den, but besides the guard he just fought there doesn't appear to be anyone else here. Certainly no Gaedren Lamm.
Hakon ends his turn.
Hakon resets his hand.
"
Hand: Blessing of Wadjet, Divine Insight (Core), Fencer, Explorer's Pith Helmet,
Displayed:
Deck: 8 Discard: 2 Buried: 3
Hero Points: 0 // Hakon has the following scourges marked:Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: Blessing of Wadjet (Unhallowed) - Bury to add 2d8 to a check to acquire a non-blessing AD1 boon
Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Fencer - Recharge to encounter a monster on behalf of a local character
Bury a card (Character Power) - +1d8+1 to a local Strength check. Please use from the bottom of my hand first.
Movement: Move to the Reading Room if my location closes; current player chooses otherwise.
Other: Sorry I had to use a couple of blessings that turn, but that's another location closed. The Exhausted scourge pretty much doesn't affect me in the slightest.Alas, the only weapon remaining in my deck is at the absolute bottom of my deck now. Could Zadim hand me something to tide me over?
Middle of Deck (Unknown Order): Blessing of the Quartermaster, Staff of Minor Healing, Incitation, Shining Wayfinder, Good Omen (Core), Cure (Core)
Recharged: The Cricket (Harrow), Kusarigama,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5
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.
Zova buried Blessing of Gozreh.
Zadim discarded Blowgun. Hakon lightly requests a melee weapon.
Zadim discarded Blessing of the Quartermaster.

Zadim - Maelwys |

Off-turn, Zadim discards BotQuartermaster and Blowgun. Then hands Hakon his Sai and moves to the Boat when the Docks close.
Hand: Shuriken +1, Allying Dart,
Displayed: Spider Venom,
Deck: 4 Discard: 5 Buried: 3
Hero Points: 0
NOTES:
Available Support: Local combat - Recharge Allying Dart for +1d4+1, or you really need to discard Allying Dart to add 1d8+2. But recharge is preferable.
Movement: Keep me with the group
Other: 1* Shirt Reroll available
Middle of Deck (Unknown Order): 0
Recharged: Dawnflower's Petal, Blue Star, Studded Leather Armor, Daggermark Poisoner,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☐ or recharge) a non-2-Handed weapon to add your Stealth.

Zova, Shoanti Wanderer |

Off-turn: bury Blessing of Gozreh. Start of turn: Hour of the Keep. I'm not well-suited to closing Reading Room and the hour is not the right suit, so Zova moves to the Boat.
Docks 1: Lamm's Lamb. Choose the Fortitude check, and discard Aspect of the Mouse to add my Survival. Add an additional 3 for number of markers. Fortitude 8: 1d8 + 1 + 1d8 + 3 + 3 ⇒ (5) + 1 + (5) + 3 + 3 = 17 Autosuccess.
Closing: Recharge Bat to add 1d4. Survival 5+1=6: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (3) = 14 Success. Boat is closed. Zova moves to join Hakon at the Office. Between Hakon and myself we can almost certainly guarantee that Office is guarded if Reading Room has the villain. When resetting my hand, choose a hand size of 5. Starting to run a bit low on cards.
Also since we haven't run into any yet, I just want to verify with the BR whether or not level 2 banes are included in the vault like they're supposed to be for Legendary.
EDIT: Forgot to apply Harrow of Stars above, putting it here so it doesn't mess up the above rolls. The check against Lamm's Lamb would have recharged (Bat/Hatchet/Shock Lizard) 1d3 ⇒ 3 Shock Lizard. Close check would recharge Hatchet (as the only card remaining in hand).
With Hakon's all-clear that the docks are now secured, Zova moves in with Zadim to investigate the boat anchored there. Once on board, they split up to cover more ground faster. A short while afterwards, she finds another kid. She plainly states "You will tell me where Gaedren is."
The child however attempts to bolt away. Zova takes chase, taking on some aspects of a mouse to gain additional speed and dexterity. She catches up to the child easily, who then relents and informs Zova that Gaedren would either be in his office or a reading room. Zova thanks the kid and debarks the boat in search of this office.
Hand: Balmberry, Amulet of Mighty Fists, Giant Slug, The Rabbit Prince, Cloud Puff,
Displayed:
Deck: 3 Discard: 5 Buried: 5
Current Location: Office
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Giant Slug available (1d4+acid to local combat). Cloud Puff available (ignore local BA/AA)
Ask before using: Balmberry
Movement: Move with party unless stated otherwise in post
Other: 1*: Playmat available, reroll available
Middle of Deck (Unknown Order): 0
Recharged: Shock Lizard, Bat, Hatchet,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
-
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Additional Info 1: 4 Scenario markers
Zadim either goes to Reading Room or Office.
Varian - Reading Room 1-10 remain
Hakon, Zova - Office 1-10 remain

Count Jeggare |

Hour of the Cyclone The difficulty of your non-combat check against a bane is increased by 3. And it is Harrow so the location power is active: On your check, if the hour is Harrow, add 1
Free Explore
Encounter Sands of the Hour. Location Power
Knowledge 4: 1d12 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Automatically Acquired. Stars: Randomly recharge Blessing of the Archdevils 2
Recharge Harrower to examine and order top three card
Reading Room Card 2: Nethys's Duality
Reading Room Card 3: Bandit
Reading Room Card 4: Dire Boar
Keep the order.
Bury Sands of the Hour to Examine, then explore and encounter Nethys's Duality. Location Power Activates.
Arcane 4+1: 1d12 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Stars: Randomly Recharge Flame Staff
Bury The Crows to explore and encounter the Bandit, but first summons and encounters Lamm's Lambs.
Hour add 3 to difficulty. Location Power, 4 Scenario Markers. Reload Radovan.
Charisma 6+3: 1d6 + 1 + 4 + 1d12 + 3 ⇒ (4) + 1 + 4 + (4) + 3 = 16
Stars: Randomly Recharge Wand of Acid Burst
Encounter Bandit. BA: Recharge Nethys's Duality
Normally I cover random in deck handler, but it seems right to do the next random as a roll. Banishing a Random Boon to defeat: 1. Sleep 2. The Crows.
Banish: 1d2 ⇒ 2 The Crows banished. Bandit Defeated.
Closing, summon and encounter The Forge. It's harrow so automatically acquired. Reading Room Closed! Everyone is now at the Office
Varian takes a break from the hustle and tussle of the streets to do some nice relaxing research over a cup of tea with a nip of Cyclone swirling in (something extra mixed in drink that keeps the mind focused, if not exactly alert).
Zadim tries to tell Varian about some business with kids in a boat, but Varian is deep into a manuscript about Nethys's Duality and the nature of time itself and can't be bothered.
Zellara's harrower warns Zadim and Radovan that Hookshanks is disguised as one of the Lamm's lurking just outside the Reading Room. The two go out to investigate, leaving Varian to it.
After a moment (or a half hour, completely lost track), Varian looks up after draining the last of his tea to see a menacing grin, a large knife and a gnome sitting across from him. Varian carefully tucks the manuscript away composes himself. You must be the Crow coming to take my possessions. Zellara is good at these harrows wouldn't you say?. The grin falls instantly he gasps, Z-Z-Zellara knows I'm involved?. Calmly, gracefully, Varian pulls a harrow card from his sleeve, I should say so, she sent me with this. Hookshanks' knife hand drops and he flinches away from it, in a careful voice, What're you gonna do with it? Obviously this harrow has some deeper meaning for the gnome but Varian doesn't have time to find out. I find it all to be a lot of superstitious dreck, myself, easily ripping the card into pieces before Hookshanks' widening eyes. The would be bandit drops his knife and flees the Reading Room in a panic.
Varian shrugs his shoulders, gets up to leave and feels yet another Harrow card in his sleeve... one he definitely didn't put there, The Forge...probably doesn't mean anything.
Displaying Radovan when on Zadim's turn
Hand: Soothing Word, Sleep, Lightning Touch, Card Caster, The Forge,
Displayed: Radovan (Core),
Deck: 12 Discard: 1 Buried: 4
Current Location: Office
Recharge Card Caster to Examine the bottom two cards of The Office
Office Card 9: Henchman Proxy A1 (AKA the Villain)Office Card 10: Staff of Minor Healing
Hand: Soothing Word, Sleep, Lightning Touch, The Forge,
Displayed: Radovan (Core),
Deck: 13 Discard: 1 Buried: 4
Current Location: Office
Hero Points: 0
NOTES:
Available Support: Blessing Available in a pinch (buries)
Sleep: local check against monster or ally, add 1d6.
Please use Soothing Word, either Zadim for healing or Hakon for clearing Exhausted.
Other: Urban Local: Add 1d4 to any check, recharge in this order The Forge, Sleep, Lightning Touch
Middle of Deck (Unknown Order): Blessing of Barbatos, The Real Rabbit Prince
Recharged: Life Drain, Sage's Journal, Blessing of the Archdevils 1, Wand of Force Missile, False Life, Blessing of the Archdevils 2, Harrower, Flame Staff, Wand of Acid Burst, Nethys's Duality, Card Caster,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☐ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Zadim: You or Hakon should use my soothing word.
Random Card(s) Used: Blessing 1
Additional Info 1: 5 Scenario markers
Hakon, Zova. Zadim, Varian - Office 1-10 remain // 9-10, 9 is the villian

Zadim - Maelwys |

Turn 11, under Irori's Mastery
On your blessed check, you may reroll any dice showing 1.
Recharge Allying Dart to examine Office #1 (and to make sure I have the ability to draw a full hand if needed... ;-) ): Light Crossbow
Zadim reconvenes with the rest of the hunting party. They quickly compare notes from all the henchmen that they've encountered and accosted along the way... and together are able to triangulate the location of Lamm's office. The entire group descends on the building together, intent on rooting out Lamm at long last, and making sure that he faces Serenrae's justice. Being careful not to alert the guards, Zadim creeps first, looking around from the shadows. He spots a crossbow resting on a desk in an otherwise empty foyer, and heads over to grab it.
Free Exploration - Office #1: Light Crossbow
Check to Acquire - Dexterity 4: 1d8 + 1d4 ⇒ (6) + (3) = 9 - Acquired
Recharge a random card - Shurikan +1
Picking up the crossbow he checks the balance in his hand and finds it to his satisfaction. He decides to hold onto it, it will make a good backup weapon to help his friends in a fight, should they find themselves in one.
End of turn, draw 4 to reset my hand.
Recharge Daggermark Poisoner to draw Blowgun from discard pile.
Hand: Light Crossbow, Dawnflower's Petal, Blowgun, Allying Dart, Studded Leather Armor, Blue Star,
Displayed: Spider Venom,
Deck: 2 Discard: 4 Buried: 3
Hero Points: 0
NOTES:
Available Support: Local combat - Recharge Allying Dart for +1d4+2
Local combat - Banish Blue Star for +1d6 and Poison (Recharges on 1d8+1=6)
Local combat - Discard a Weapon (Blowgun, Light Crossbow) for +1d8+2
Anytime - Recharge a card (Light Crossbow, Studded Leather, Blue Star) to examine the top card of the location, if you're worried about exploring blind
Movement: Keep me with the group
Other: 1* Shirt Reroll available
Middle of Deck (Unknown Order): 0
Recharged: Shuriken +1, Daggermark Poisoner,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☐ or recharge) a non-2-Handed weapon to add your Stealth.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Hakon: Use Soothing Word to clear your exhaustion
Random Card(s) Used: Blessing 1
Additional Info 1: 5 Scenario markers
Hakon, Zova. Zadim, Varian - Office 2-10 remain // 9-10, 9 is the villian

BR Mhuirich |

During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
Additional Rules:
Wildcards
Harrow of Stars: After your check that was not blessed, recharge a random card.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrows
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead.
CotCT Blessing 1
Traits: Harrow Promo Suit: Keys Veteran
When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+#
On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter.
Markers
Scenario Markers: 5 (add +5 vs Lamm's Lamb)
Story Banes
Villain: Gaedren Lamm and Gobblegut
Henchmen (Closing):
Danger:
Story Bane
Traits:
Skirmish
Task
To Defeat:
Constitution
Fortitude 8OR
Charisma
Diplomacy 6
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1
Turn: 12, Hakon/Yewstance
Monsters
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.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
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.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Barriers
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.
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.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
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.
Weapons
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.
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.
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.
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.
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
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 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.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Magic
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.
Armors
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.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 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.
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.
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.
Items
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.
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.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
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.
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Allies
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.
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.
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.
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.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Blessings
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
Current Hour:
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.
Hours Remaining: 17
Hourglass
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The 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.
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.
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.
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.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Hakon/Yewstance, Varian/NathanDavis, Zadim/Maelwys, None
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Core
Barrier 1
Traits:
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.
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.
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
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.
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.
CotCT
Story Bane 0
Type: Monster
Traits:
AND
Animal
Aquatic
Human
Rogue
To Defeat:
Combat 13
OR Survival 8
THEN Combat 12
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Hakon - Story Seeker |

Hakon starts his turn.
Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
Hakon gives Sai back to Zadim. Now we're at the Office with a bottomdecked villain, seems I likely don't have to worry about combat (and even if I do, your character power and mine would be more than sufficient).
Hakon stays at the Office.
Free exploration:
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.
Hakon sends Divine Insight to Recovery to add 2d6.
Asking that Varian buries The Forge to bless (and add +2).
Wisdom 8 (Blessed/The Forge, Divine Insight): 2d4 + 2d6 + 2 ⇒ (3, 1) + (1, 4) + 2 = 11 -> Pass.
Defeated; Hakon summons...
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.
Diplomacy 5 (Blessing of Wadjet): 1d8 + 1 + 1d4 ⇒ (5) + 1 + (2) = 8 -> Pass.
Harrow of Stars: Hakon randomly recharges Fencer.
Acquired.
Hakon waits impatiently for Zadim to give him the signal to join him in the office, reluctantly guarding one of the exits in the meantime. The shadow-cloaked man had made some remark suggesting that the Skald's presence would likely alert Lamm and give him a chance to flee justice.
Hakon harrumphs loudly at the implication that he was either too clumsy to avoid Lamm's detection, or too slow to catch the cornered criminal if he chose to flee, but eventually caved to the convincing of the group. Whilst standing guard, he sees a deeply painful sight, and leaves his post - Varian close behind him - to run over to a groaning youngster slumped in the shadows of a nearby alley; bleeding from knife-wounds across his body, matching gashes across his clothing. The kid - one of Lamm's Lambs, it appears - tries to threaten the duo off, but Hakon ignores him and starts binding the worst of the wounds whilst Varian questions the boy.
It seems that some Lambs had the bright idea to solve a dispute over their latest haul with a game of Knivesies. Hakon shakes his head in disbelief, finishing his immediate triage. The boy should live, at least. After a moment of indecision, Hakon gives the Lamb a couple of coins - at least enough for a meal - and gets the Lamb to tell him what he knows of the inside of Gaedren Lamm's nearby office. The kid turns out to be a pretty eloquent guide, detailing the inner structure and some concealed hatches and rooms in the office almost suspiciously well.
Since, until told otherwise, I'm treating Blessing of Wadjet as not 'blessing' a check for its normal powers, I may as well use it to explore then; at least that inarguably blesses my checks.
Hakon discards Blessing of Wadjet to examine the top card of his location...
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.
Hakon chooses not to explore.
The kid also warns that the exit that Hakon was guarding is rigged up to a poison gas trap if it's opened the wrong way. He doesn't seem to know what the right way is, mind, but the warning is appreciated. Hakon gives the kid another coin before returning to his post, warily.
Hakon ends his turn.
Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
Hakon resets his hand, choosing to discard Guide and Explorer's Pith Helmet.
What a weak turn this felt like; I ended up discarding 4 cards, burying one of Varian's, and recharging 1 card with very little to show for it, besides now getting to draw a better hand.
Hand: Staff of Minor Healing, Cure (Core), Blessing of the Quartermaster, Shining Wayfinder,
Displayed:
Deck: 5 Discard: 6 Buried: 3
Hero Points: 0 // Hakon has the following scourges marked:Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: Cure - Recovery/Discard to heal a local character 1d4+1 cards
Staff of Minor Healing - Recharge to heal a local character 1 card
Blessing of the Quartermaster (Unhallowed) - Discard to bless a noncombat check, bury to bless a combat check
Bury a card (Character Power) - +1d8+1 to a local Strength check. Please use from the bottom of my hand first.
Other: Bleah. I've forgotten what it was like to play a character that's starved for noncombat capabilities.I've got my healing on-line, if nothing else. Use Hakon's cards for support, since he can't make much use of them himself!
Middle of Deck (Unknown Order): Good Omen (Core), Incitation
Recharged: The Cricket (Harrow), Kusarigama, Fencer,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5
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.
Varian buries The Forge.
Zadim was given Sai.

Zova, Shoanti Wanderer |

Hour of Incitation. I have terrible odds against Poison Gas, so skipping my explore. We have plenty of turns left and Zadim is equipped to take it out. I'll banish Balmberry to recovery in hopes I can get one of my blessings back. I heal Blessing of the Green Faith 1 (yay!). Survival 8 (recover Balmberry): 1d8 + 3 ⇒ (6) + 3 = 9 recharged. Harrow of Stars randomly recharges Giant Slug. To guarantee I draw my blessing, set my hand size to 7 when I reset.
With knowledge of a poison trap ahead, Zova thinks it would be wise to wait for Zadim to come back from scouting. Hopefully he will have learned the correct way to bypass or disable the trap.
Hand: Blessing of the Green Faith 1, Bat, Amulet of Mighty Fists, The Rabbit Prince, Cloud Puff, Shock Lizard, Hatchet,
Displayed:
Deck: 2 Discard: 4 Buried: 5
Current Location: Office
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Cloud Puff available (ignore local BA/AA)
Movement: Move with party unless stated otherwise in post
Other: 1*: Playmat available, reroll available
Middle of Deck (Unknown Order): 0
Recharged: Balmberry, Giant Slug,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
-
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

BR Mhuirich |

During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
Additional Rules:
Wildcards
Harrow of Stars: After your check that was not blessed, recharge a random card.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrows
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead.
CotCT Blessing 1
Traits: Harrow Promo Suit: Keys Veteran
When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+#
On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter.
Markers
Scenario Markers: 5 (add +5 vs Lamm's Lamb)
Story Banes
Villain: Gaedren Lamm and Gobblegut
Henchmen (Closing):
Danger:
Story Bane
Traits:
Skirmish
Task
To Defeat:
Constitution
Fortitude 8OR
Charisma
Diplomacy 6
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1
Turn: 14, Varian/NathanDavis
Monsters
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.
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.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Core
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.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Barriers
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.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
CotCT
Barrier 1
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
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.
Weapons
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.
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
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.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
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.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
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.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 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.
Armors
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
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
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
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.
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.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Allies
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
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.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
CotCT
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy 6
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
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.
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.
Hour Power: You may avenge by discarding a card.
Current Hour:
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hours Remaining: 15
Hourglass
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The 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.
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.
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.
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.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Hakon/Yewstance, Varian/NathanDavis, Zadim/Maelwys, None
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.
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.
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
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.
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.
CotCT
Story Bane 0
Type: Monster
Traits:
AND
Animal
Aquatic
Human
Rogue
To Defeat:
Combat 13
OR Survival 8
THEN Combat 12
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Count Jeggare |

Hour of Calistria's Sting
Banish Soothing Word to Recovery to heal Zadim 1 Card.
Free Explore and Encounter Poison Gas
Reload Radovan, Discard Hakon's Blessing of Green Faith. Urban: Recharge Sleep
Disable Knowledge 6+2: 1d12 + 2 + 1d12 + 1d4 ⇒ (2) + 2 + (8) + (2) = 14 Banished
Recovery, discard Soothing Word. Before Reset recharge Soothing Word
Seeing Zadim armed and ready for battle, Varian offers some of what he thinks are encouraging words. This Lamm-fellow really isn't worth dying over...
Meanwhile Radovan dismantles the Poison Gas trap.
Several awkward minutes of Varian's misguided attempt to calm Zadim, ...and that's why if we do find the crook and his crocodile, I'm sure your armory there will be just the thing to put a stop to his foolishness For some reason Zadim seems more ready than ever to put a quick end to this quest.
Displaying Radovan on Zadim's turn
Hand: Lightning Touch, Life Drain, Sage's Journal, Blessing of Barbatos, The Real Rabbit Prince,
Displayed: Radovan (Core),
Deck: 11 Discard: 1 Buried: 5
Current Location: Office
Hero Points: 0
NOTES:
Available Support: Blessings of Barbatos: 2 dice if ally played. 1d4 otherwise.
Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+2)
Other: Urban Local: Add 1d4 to any check, recharge in this order The Forge, Sleep, Lightning Touch
Middle of Deck (Unknown Order): 0
Recharged: Blessing of the Archdevils 1, Wand of Force Missile, False Life, Blessing of the Archdevils 2, Harrower, Flame Staff, Wand of Acid Burst, Nethys's Duality, Card Caster, Sleep, Soothing Word,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☐ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Zadim: Healed 1
Notes for Hakon: Discarded BotQ
Hakon, Zova. Zadim, Varian - Office 2-8 remain

Zadim - Maelwys |

Off-turn, heal 1: (Spider (Core)). Deck shuffled.
Turn 15, under the Orison
Recharge Light Crossbow to examine Office #2: Elemental Treaty
Free Exploration - Office #2: Elemental Treaty
Check to Acquire - Intelligence 4: 1d8 ⇒ 4 - Acquired
Recharge Elemental Treaty to examine Office #3: Merchant
Zadim heeds Varian's advice of not rushing headlong into danger and possible death. Well, he lets the aristocrat think that he heeded his words anyway. Such self-important people like to believe that they've been heard and obeyed. In reality, Zadim never had any intention of running headlong into anything. He plans to take it slow and careful, and make it last. He continues to scout in front of the party, peeking around corners from concealment and warning them of what's up ahead. He spots a spell scroll, and quickly scoops it up. I'm sure Mr Fancy-pants over there will appreciate this later. He also spots somebody cowering in a corner up ahead... a merchant that apparently got on Lamm's bad side. Zadim gestures for Hakon to move over and try to calm down the man and untie him, the Skald is much better with people than he is.
End of turn, draw 0 to reset my hand.
Hand: Dawnflower's Petal, Blowgun, Allying Dart, Sai, Studded Leather Armor, Blue Star,
Displayed: Spider Venom,
Deck: 5 Discard: 3 Buried: 3
Hero Points: 0
NOTES:
Available Support: Local combat - Recharge Allying Dart for +1d4+2
Local combat - Banish Blue Star for +1d6 and Poison (Recharges on 1d8+1=6)
Local combat - Discard a Weapon (Blowgun, Sai) for +1d8+2
Anytime - Recharge a card (Sai, Studded Leather, Blue Star) to examine the top card of the location, basically every time you explore
Movement: Keep me with the group
Other: 1* Shirt Reroll available
Middle of Deck (Unknown Order): Spider (Core), Daggermark Poisoner, Shuriken +1
Recharged: Light Crossbow, Elemental Treaty,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☐ or recharge) a non-2-Handed weapon to add your Stealth.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Hakon: Discarded BotQ
Hakon, Zova. Zadim, Varian - Office 3-8 remain // 3 = Merchant

BR Mhuirich |

During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
During This Scenario: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
Additional Rules:
Wildcards
Harrow of Stars: After your check that was not blessed, recharge a random card.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Harrows
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead.
CotCT Blessing 1
Traits: Harrow Promo Suit: Keys Veteran
When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+#
On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter.
Markers
Scenario Markers: 5 (add +5 vs Lamm's Lamb)
Story Banes
Villain: Gaedren Lamm and Gobblegut
Henchmen (Closing):
Danger:
Story Bane
Traits:
Skirmish
Task
To Defeat:
Constitution
Fortitude 8OR
Charisma
Diplomacy 6
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1
Turn: 16, Hakon/Yewstance
Monsters
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.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
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.
Barriers
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
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.
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.
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.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Weapons
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.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
CotCT
Weapon 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.
Spells
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 5
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
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.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
CotCT
Armor 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.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 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.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
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.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Allies
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.
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.
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.
Core
Ally 0
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Ally 0
Traits:
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When 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.
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.
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.
Hour Power: On your check against an Undead card, add 1d6.
Current Hour:
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hours Remaining: 13
Hourglass
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
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.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The 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.
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.
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.
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.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Hakon/Yewstance, Varian/NathanDavis, Zadim/Maelwys, None
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
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.
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.
CotCT
Story Bane 0
Type: Monster
Traits:
AND
Animal
Aquatic
Human
Rogue
To Defeat:
Combat 13
OR Survival 8
THEN Combat 12
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Hakon - Story Seeker |

OFF-TURN ACTIONS:
Discard Blessing of the Quartermaster for Varian (not Blessing of the Green Faith, but close enough, I suppose).
It looks like Zadim didn't process the Harrow of Stars wildcard on his turn, incidentally.
========================
Hakon starts his turn.
Hour Power: On your check against an Undead card, add 1d6.
Hakon sends Cure to Recovery to heal Zova 1d4 + 1 ⇒ (4) + 1 = 5 cards.
Hakon stays at the Office.
Free exploration:
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Harrow of Stars: Hakon randomly recharges Shining Wayfinder.
Acquired.
At Zadim's behest, Hakon kneels by the cowering merchant. The skald's countenance turns atypically gentle, speaking as he begins untying the poor sod.
"Peace, sir. Lamm is no friend of ours; though I believe he has earned himself an audience with our weapons once we track him down. You wouldn't know if he'd been here recently, would you?" Hakon asks quietly, his accent rather less harsh than usual. The merchant is stunned, seeming unable to believe the luck at his rescue, and is all too happy to babble out what little he knows; namely, that Lamm was indeed in the building as little as an hour ago, and may still be here.
That is valuable information...
Hakon recharges Staff of Minor Healing to heal Zadim a card.
Hakon ends his turn.
Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
Hakon resets his hand.
"
Hand: Good Omen (Core), The Cricket (Harrow), Incitation, Merchant 2,
Displayed:
Deck: 4 Discard: 8 Buried: 3
Hero Points: 0 // Hakon has the following scourges marked:Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: Good Omen - Discard to add 1d6+1 to a check to acquire or close
The Cricket (Unhallowed) - Discard to bless a Dexterity check (please do so if an opportunity presents itself) or bury to bless a check
Incitation (Unhallowed) - Bury to bless a check, Freely if it invokes Acid/Cold/Electricity/Fire/Force
Bury a card (Character Power) - +1d8+1 to a local Strength check. Please use from the bottom of my hand first.
Other: Use Hakon's cards for support! Note that once he plays The Cricket he'll draw his preferred weapon from his deck.
Middle of Deck (Unknown Order): 0
Recharged: Kusarigama, Fencer, Shining Wayfinder, Staff of Minor Healing,
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5
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.
Zadim was healed for 1.
Zova was healed for 5.

Zova, Shoanti Wanderer |

Off-turn: healed 5 cards. Only have 4 cards in discards so everything is healed. Start of turn: Sands of the Hour. Explore Office.
Office 2: Ghastly Runes. Zova does not have Perception, so no additional DC increase. Choose Arcane since they're all d4s anyway. Varian buries Sage's Journal to add his Knowledge. Arcane 4+2=6: 1d4 + 1d12 + 2 ⇒ (4) + (3) + 2 = 9 Defeated and banished. Harrow of Stars: randomly recharge Blessing of the Green Faith 1. Discard The Rabbit Prince to explore. For playing my harrow, draw Blessing of the Green Faith 2. Choose to not give any cards.
Office 3: Codex. Hakon buries Incitation to bless. Intelligence 5: 2d6 ⇒ (2, 3) = 5 Acquired. Check was blessed so Harrow of Stars does not apply.
Zadim recharges Sai to examine the location. It's Gentleman Explorer (Ally 1). I don't have great odds on this but I can wrap up the scenario by continuing, so let's go for it. Discard Shock Lizard to explore. Choose Knowledge. Hakon banishes Good Omen to recovery. Would've used the harrow blessing here too to let Hakon draw his weapon, but Exhausted prevents that. Varian recharges Lightning Touch to add 1d4. Reveal Codex to add 1. Knowledge 5: 1d4 + 1d6 + 1 + 1d4 + 1 ⇒ (2) + (3) + 1 + (4) + 1 = 11 Autosuccess. Harrow of Stars randomly recharges Amulet of Mighty Fists, then Gentleman Explorer is acquired. Discard Bat to explore, adding 1d4 to my Ranged and Survival checks this exploration.
Office 4: Villain. Bury Cloud Puff to ignore the BA. For the first check, choose Survival. Hakon buries The Cricket to bless. For playing his harrow, he may draw a card and may give a card. He draws Kusarigama per his notes. Freely recharge Hatchet to add 1d6. Bat adds 1d4. Survival 8: 1d8 + 3 + 1d8 + 1d6 + 1d4 ⇒ (8) + 3 + (4) + (3) + (3) = 21 Success. Check was blessed so no Harrow of Stars.
Someone else takes the Combat 12 check. I discard Blessing of the Green Faith to bless. Zadim can load things up as well (+1d8+1d6+1d4+3 by using character power, Blue Star, and freely using Allying Dart). Varian can recharge something to add 1d4. So, if Hakon takes the check, discarding his weapon and burying Merchant for his power, he has 2d10+2d6+2+1d8+1+1d8+1d6+1d4+3+1d4 for a minimum of 15 and average of 41.5. If Zadim takes it, looks more like 2d8+3d4+2+1d6+1d8+1d8+2+1d4+1d8+1 for a minimum of 15 and average of 41. If Varian takes the check, it's going to be a lot lower since it won't be Strength-based so not even going to bother calculating it.
Zova continues to explore the office along with the rest of the party. The interior of the structure is rather large, with many different rooms. After sweeping through it once and coming up empty-handed, the party is about to leave when they hear a muffled voice and pounding coming from the other side of a wall. Zova spots a bookshelf along said wall long covered in dust with the exception of a single codex. Yanking on it seems to cause two things to happen. First, the codex snaps off of some sort of mechanical device due to the force of the pull. Second, the bookshelf swings out of the way, revealing a secret door with a ghostly rune carved into it.
Because of his studies at the Acamadae, Varian recognizes the rune and recites an incantation to dispel it from one of his journals. Beyond lies a spiral staircase leading downwards into a basement level. A man is standing there, surprised yet relieved at the appearance of the party. He states that he was exploring around here when he was captured and placed into a cage to be fed to Lamm's alligator. He managed to discreetly wear down the latch on his cell over the course of a few days and then escaped when nobody was watching. He confirms that Lamm is just ahead and gives a very helpful description of the room. With knowledge like that, they should be able to ensure that Lamm cannot escape what is coming to him.
The party continues along, preparing themselves all the while and discussing a strategy in hushed tones. Zova will distract the alligator with her heightened connection to animals, leading it away from Gaedren while the others focus their efforts on the crime lord himself. As they enter the room, they spring into action...

Zadim - Maelwys |

Retcon: During my last turn I should've recharged 1d6 ⇒ 3 (Allying Dart), which would've then caused me to draw 1 at the end of my turn (Shuriken +1)
On Zova's Turn: Recharge Sai to examine.
As Zova moves to send the Croc away, Zadim coats his knife with poison and charges at the villain.
Recharge Dawnflower's Petal for combat (+2d4). Banish Blue Star for +1d6+Poison. Recharge Blowgun for +Int (1d8) to a poisoned check. Discard Shuriken +1 for +Stealth (1d8+2). Zova Blesses.
Check to Defeat - Combat 12: 2d8 + 1d4 + 1 + 2d4 + 1 + 1d6 + 1d4 + 1d8 + 1d8 + 2 ⇒ (2, 3) + (1) + 1 + (2, 1) + 1 + (4) + (1) + (6) + (3) + 2 = 27 - Probably not most optimized available, but it'll do nicely. ;-)
As Zadim rushes across the room he quickly pins Lamm to the ground. Holding his poisoned knife against the man's throat he looks around at the group with pride. "At last, we shall bring this fiend to justice. Just as the fortune teller predicted!"

BR Mhuirich |

Development
His thugs routed and his orphans freed from servitude, Gaedren Lamm nonetheless chortles at your situation. “The fortune-teller sent you against me? Are you sure?”
With a laugh, he unveils a wooden hatbox, and out falls the head of Zellara Esmeranda!
“But how?” you think, then reflect on how she came and went at a whim. You were led here by a ghost! A harrow deck tumbles out from under the box, a relic of a less tragic time.
In your befuddlement, Lamm tries to light out, but is stopped in his tracks. Attracted by the fortune-teller’s rotting head, Lamm’s alligator Gobblegut crashes up through the floorboards and scampers at the miscreant, devouring him without hesitation. He will trouble the children of Korvosa no more.
Relishing the irony, you pick up the harrow deck and feel Zellara’s ghostly energy within. It guides you to a jewel box containing a golden brooch depicting an imp and a house drake curled in mischief. You recognize this insignia. Could it really belong to Queen lleosa herself?
Reward
A character gets the Loot item Zellara’s Harrow Deck. Rally the supporter Cressida Kroft.
Item
Traits: Gambling Harrow Loot Magic Mental Tool
To Acquire: Wisdom Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order. Banish to examine the top 3 cards of any location and return them in any order. DURING RECOVERY Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT Supporter 0
Traits: Human Soldier
Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now.
Acquired Cards
Giant Slug (Ally 1)
Merchant (Ally 0)
Bat (Ally 0)
Guide (Ally 0)
Gentleman Explorer (Ally 1)
The Forge (Blessing 1)
Sands of the Hour (Blessing 0)
The Queen Mother (Blessing 1)
Nethys's Duality (Blessing 1)
Elixir of Healing (Item 0)
Codex (Item 0)
Wand of Acid Burst (Item 1)
Wand of Force Missile (Item 1)
Elemental Treaty (Spell 1)
Light Crossbow (Weapon 0)
Allying Dart (Weapon 1)

BR Mhuirich |

Scenario 1A: A City Gone Mad
“The king is dead!” the heralds shout. “Long live Queen Ileosa, ruler of all Korvosa!”
If you take the temperature of the citizenry, though, Queen Ileosa might not live as long as the heralds suggest. The curse of the Crimson Throne has claimed yet another victim, and it may claim another before the week is out.
From the spires of Castle Korvosa, you see how the city is faring. Fires and riots pepper the city. King Eodred’s spendthrift ways may not have been popular, but he kept the peace. Without his strength, the city may be consumed in chaos.
Yet, in her mourning, the queen remains hopeful. “I love Korvosa, as my husband did before me,” she says as she examines the royal brooch you rescued from Gaedren Lamm's fishery. “I will not see his legacy destroyed, and l shall not see my city torn apart. You have done my heart a great service on this dark day, yet perhaps you can serve this city more.
“I must retire to my chambers—my grief has drained me. But our thinly stretched Korvosan Guard could use the aid of heroes such as you. If you so choose, I shall have my beloved guardswoman Sabina commission you into service to the Crown.”
“It is my pleasure, Dearest Queen,” says the commander, Sabina Merrin. She inducts you as adjunct members of the Korvosan Guard, and introduces you to the Guards’ field marshal, Cressida Kroft.
“Welcome," says the field marshal. “I already have a mission for you.”
Amid the chaos, the Guard now has a deserter problem. You must seek out a missing Guard sergeant named Verik Vancaskerkin, who is holed up in a butcher shop called All the World’s Meat. Vancaskerkin has fallen in with a group of toughs called the Cow Hammer Boys, who simultaneously run the shop and a thriving assault-for-hire business. With food being rationed in the riots, the Boys’ services—for both meat and murder—are more popular than ever.
Vancaskerkin can be returned for a court-martial. What happens to the rest of these rotters is hardly a concern of the Field Marshal.
Off you go, then, to All the World's Meat. Along the way, you must make your way through the rioting mobs on the busy streets. What a fine business the queen has for you!
Story Banes
Danger: Rioting Mob
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A
Setup
After preparing the story banes, shuffle the non-closing henchman Evidence into the Shop.
During This Scenario
After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.
If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.
Wildcards
1d18 ⇒ 18 Harrow of Stars repeated
1d18 ⇒ 11 Wearisome: Each turn, you may use no more than 1 power that lets you explore.
1d18 ⇒ 3 Confusing: After you reset, shuffle a random card into your deck.
1d18 ⇒ 4 Deadly: When you suffer damage, it is increased by 1.

BR Mhuirich |

During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
During This Scenario: After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.
If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.
Additional Rules:
Wildcards
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Harrows
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
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.
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+#
On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+#
On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Story Banes
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A
Danger:
Story Bane
Traits:
Skirmish
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Scenario Level (#): 1
Turn: 0, Zova/skizzerz
Monsters
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
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.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
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.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Core
Barrier 1
Traits:
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.
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.
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.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
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.
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
CotCT
Weapon 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
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
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.
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.
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.
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.
Armors
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.
Core
Armor 0
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 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.
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.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Items
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
CotCT
Item 0
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Core
Item 0
Traits:
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.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
CotCT
Item 0
Traits:
Accessory
Piercing
To Acquire:
Strength
Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Allies
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
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.
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.
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
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Blessing 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.
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
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.
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.
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.
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.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
The 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.
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.
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.
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.
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.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
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: None
Location #2: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Hakon - Story Seeker |

Far from relieved, the skald is solemn and almost silent following Lamm's death, quietly considering the life of the Harrower Zellara; another lost soul out to stop Lamm from leading more to her fate. His brothers' fate.
And yet, in the wake of Lamm's death, Hakon walks the streets with the odd assortment of travelers and mercenaries he has found himself with and see's only more pain, more suffering in this scarred city. The end of Lamm has not stopped the tide of death, and now the city reels from the loss of its king. Could any force stop the cycle of tragedy?
The royal brooch. The petty bauble represented so much to Hakon. He didn't understand why Lamm's death didn't lift this weight from his soul, not entirely. Perhaps he simply needed to see proof of some tangible good to come from this turning point of death. Unsurprisingly, the weight of the Queen's tired grief did little to ease his heart - in fact, he can scarcely bear to look upon the new monarch, and instead keeps his head bowed politely throughout the royal audience, not meeting her gaze for more than a moment.
But the offer to join the guard? That struck something. Hakon had not expected such an offer to be extended to a foreigner. It wasn't quite the heroic role he'd one day hoped to find himself in, but it was a position to do good, to do something to hold back the tides of grief and keep this city safe, keep this city strong, right? It was an opportunity he couldn't say no to, at least not to try.
That his companions, strange and diverse as their backgrounds may be - even the aristocrat - all accepted the offer was enough to convince him to sign up too. And their first order is to end a further spree of murders.
That, Hakon can do. He equips himself with the newly-fitted armor and arms of the Korvosan Guard, standing a little straighter at the thought of the purpose he'd been given, the sign he'd been shown. He allows himself a brief smile, before marching out in the hopes of being able to write a happier chapter of Korvosa's history.
Strategy Considerations:
We get a small additional reward for defeating and cornering the villain with a non-combat check or by displaying the Evidence, I believe.
I'm happy with us focusing together at the Shop until we find the Evidence at least. Then, we can decide whether to leave the villain there so we can temp-close/guard easier later, or defeat him to add an extra method of closing another location. Aiming to corner him at the Shop might be better with the Wearisome Wildcard hindering us, though.
However, starting at the Storehouse is likely still a good bet, even if we plan to move to the Shop immediately, due to the extra card in our starting hands.
Speaking of Wildcards, we don't have any of the really nasty ones this time, it seems like. The worst for Hakon is Confusing by far, since he's effectively left with a handsize of 3. But with Wearisome limiting how many explores we get anyway, and Confusing making it hard to ensure specific cards can be held onto; I recommend making heavy use of giving spare Allies and Blessings away to other party members. You can't use them all to explore, and by giving them away you get to draw an extra card at the end of your turn, partially off-setting the Confusing penalty (even if the other player just hands you it right back). Fortunately, our Harrow power makes that easier to pull off, too.
===================================
LOOT (Dragon's Demand AP Reward): Warhammer (Core) (Weapon) -> Incitation (Blessing)
Hakon starts at the Storehouse.
Hakon draws his starting hand (+1 from the Storehouse), then adds his Harrow to it.
"
Hand: The Avalanche (Harrow), Glorious Warhammer, Cure (Core), Fencer, Explorer's Pith Helmet, Merchant (Core),
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Fencer - Recharge to encounter a monster on behalf of a local character
Cure - Recovery (Discard) to heal a local character 1d4+1 cards (feel free to use as long as you have either 2 good cards or 3 of any card in discards)
Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
Movement: Move with Varian.
Other: If someone wants me to hand them one of my allies or my armor at the start of my turn; just ask. I plan to use my Harrow blessing to explore, and that's the only bonus exploration I can take, leaving me with 3 cards in hand that don't really do much else. I'll probably give another card away with the Harrow power, in fact. If nobody speaks up; I'll use my best judgement.Don't forget to use my character power as often as needed! I'm unlikely to run out of cards between my hand size combined with the Wearisome and Confusing wildcards.
Middle of Deck (Unknown Order): Bronzed Leather, Sacred Candle, Blessing of Wadjet, Divine Insight (Core), Kusarigama, Shining Wayfinder, Blessing of the Quartermaster, Good Omen (Core), Incitation, Quartermaster
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Charisma +1
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5
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 ([X] 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.

Zadim - Maelwys |

Deserters are amongst the worst kind of folk. Zadim swears under his breath when he hears the mission the queen has for them. Yes, this man will definitely be facing the vengeance of the dawnflower... Zadim heads towards the storehouse with the rest of the group, to gather supplies and prepare for this mission. Although he would much rather sneak in and take the man out with stealth, he fears that with a group this size that will be difficult. A head-on assault might be their only option... but he will stand ready to assist his new friends if and when it comes to that.
Start in the Storehouse for +1 draw.
Hand: Dawnflower's Petal, Studded Leather Armor, Spider Venom, Spider (Core), Blessing of Wadjet, Blessing of the Quartermaster (2), The Locksmith (Harrow),
Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Use a Blessing if you need it
Movement: Keep me with the group
Other: 1A Shirt Reroll available
Middle of Deck (Unknown Order): Daggermark Poisoner, Blue Star, Shuriken +1, Zellara's Harrow Deck, Blessing of the Quartermaster, Bronzed Leather, Rapier (Core), Blowgun, Sai
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.

Count Jeggare |

Before joining his fellows at the Storehouse for another adventure, Varian returns to Zellara's reading room to pay his respects. Much to his surprise a harrow was drawn and waiting for him, cards across the table The Rabbit Prince, The Juggler, The Avalanche, The Locksmith, among others, but it was The Foreign Trader that caught his eye. Something about that spoke to him directly.
He was there for moments or hours, something or someone spoke to him, revealing and concealing truths at the same time. When he finally snapped out of it, he found that he had gathered up the deck and was tucking it away in his jacket. An impatient rapping at the doorway proceeded Radovan's voice. "Our new friends are waiting for us, chappie," Radovan reminded.Right. Lead the way.
There's some space for harrow reading between the paragraphs above ;)
Dragon's Demand: Replacing Corrosive Dagger +1 with Soothing Word
Loot: Replacing Flame Staff with Zellara's Harrow Deck
Radovan displayed on first turn.
Hand: Sleep, Soothing Word, Lightning Touch, Blessing of the Archdevils 2, The Foreign Trader, The Juggler, Codex, Life Drain, Zellara's Harrow Deck,
Displayed: Radovan (Core),
Deck: 7 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 0
NOTES:
Available Support: Sleep: local check against monster or ally, add 1d6.
Codex: local check to acquire, add my Knowledge (1d12+2)
Juggler: Another character's check, freely discard to reroll a die.
Foriegn Trader: Local Non-Combat, bless and add 1d12
Blessing of Archdevils: Normal Blessing
Movement: Move to Shop
Other: Urban Local: Add 1d4 to any check, recharge in the order listed
Middle of Deck (Unknown Order): Cult Acolyte, Magic Eye, Sage's Journal, Card Caster, Blessing of the Archdevils 1, Grave Tender, False Life
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☐ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

Zellara the Harrower |
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Zellara sensed they were returning, and successfully at that. Although she could no longer act upon the world at large, her spirit inhabited her harrow deck, and she was the master of that. Furthermore, she could still see and hear what was going on around her, and the city was abuzz with news of the King's passing. She could sense something wasn't right about that, and is confident that those five could discover more. There's just something about them. She removed five cards from the deck, one for each of them. The Rabbit Prince. The Juggler. The Locksmith. The Avalanche. The Foreign Trader. Now, it is just a matter of waiting, and I have all of the time in the world for that, Zellara muses to herself.
Before too long, the nobleman Varian walks into the room, surprised to see the deck laid out. His hand gravitates towards The Foreign Trader to examine the artwork on it. Zellara appears behind the Chelaxian and speaks "Ah yes, The Foreign Trader. It speaks of spies, of peddlers, and of all others who enter into deals. I sense that you have entered into such a deal yourself, it seems with the Korvosan Guard. I would not worry about anyone doubting your newfound authority, but by bolstering its numbers now, I see the Guard declining in the future."
Zellara laughs as Varian jumps back in surprise and, it seems, a bit of terror as color drains from his face. "What?" Zellara laughs, "You look as though you've seen a ghost."
To his credit, the nobleman quickly regains his sense of composure, and states that he saw Zellara's head in Gaedrenn's hands not too long ago. "Ah yes, that was rather unfortunate. I am indeed dead, but as you can see I am not gone from this world. My soul now inhabits this harrow deck, and through it I can speak with those who carry it and divine the future. Treat the deck, and me, well and we will reward you in kind."
Zellara walks to the table and gestures at the remaining face-up cards. "I see that your friends are not present with you, but we lack the time for all of you to meet together. The Rabbit Prince for the Shoanti woman. The Juggler for your tiefling friend. The Locksmith for the Sarenrite. The Avalanche for the skald. Each of these speaks towards their current place in this world." Zellara grabs all of the cards and shuffles them together, laying nine out in a spread.
"First, let us examine the events that lead you to your current situation." Zellara begins, flipping over The Midwife, The Wanderer, and The Juggler. "The Juggler represents your friend Radovan. Its placement in the spread is ominous, and suggests tragedy for him and those close to him. Fate can be fickle, and often Deadly should it turn against you."
Zellara flips over the next column, showing The Tyrant, The Dance, and The Cricket. "These represent events happening now or in the near future. The Tyrant speaks to me. This Vancaskerkin you are after, he holds sway over a group of deserters. His intentions are more noble than the actions of his group, and you may be able to have him see reason once he realizes his rule is not as just as he imagines it to be. The Cricket tells a more harrowing tale. In the midst of all of this chaos, many have gone missing throughout Korvosa. Their families are searching for answers, and you will find those answers on your quest. But, the journey through lies and misinformation will be Confusing, and those affected will see no succor at the end."
"Finally, these three cards represent the future. I see The Desert, The Keep, and The Joke. The Desert speaks to the trials you will undertake here and in other engagements with the Korvosan Guard. It will be a journey with very few supporters, and you may find it Wearisome. Do not give up hope, for you will aid many in your tribulations should you succeed!"
"The cards go silent, this is as much as I can say for now. Take my deck with you, so you and your companions may speak with me again. I wish to thank the rest of them for defeating Lamm as well, in my own way. I see a shadow falling over Korvosa but it resists my attempts to unmask it for now. For now, gather allies that you can rally to your cause, as their support may be crucial." With that last sentence, the deck reassembles itself into a neat pile and Zellara vanishes.
A picture of the spread is available.

Zova, Shoanti Wanderer |

Zova was both confused and elated by Kressida's offer to join the guard. It gives her a chance to give back to this city, and better understand it. After all, it seems not so different from the lands she calls home, in a sense. Just as this gang is rationing off food and preying on the helpless, so too do the beasts from her homeland. The strongest and fastest get the prey first, and the others starve. So, this gang is no different from animals, and Zova understands animals.
As they make their way through the streets towards the establishment, Zova sees the pain and suffering plainly on the citizens of the city. Chaos is rampant, and they are trying to do anything they can to survive. They seem to stay away from Zova and the group, possibly due to the guard badges all of them now display. Varian fills them in on her meeting with Zellara's spirit, and indicates that there may be more to this story than meets the eye.
Upon arrival, there is a line at the front window where some rough-looking men hand out free cuts of meat to those lucky enough to be in front. Around the side is a holding pen for animals. However, Zova notices that the size of the pen and the amount of meat on display don't seem to match with each other; there seems to be more meat that the Cow Hammer Boys hand out than would be expected based on the pen, even if they endeavor to use as much of each animal as possible. Zova is confused by this, and cannot fathom why that might be, but shares the knowledge with the group nonetheless.
Starting at Storehouse and choosing a hand size of 5. Storehouse adds 1 to that and my starting hand also includes my harrow.
Hand: Bat, Cloud Puff, Blessing of the Green Faith 1, Balmberry, Amulet of Mighty Fists, Shock Lizard, The Rabbit Prince,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Cloud Puff available (ignore local BA/AA)
Movement: Move with party unless stated otherwise in post
Other: 1A: Playmat available, reroll available
Middle of Deck (Unknown Order): Dog, Blessing of Gozreh, Stone Weasel, Blessing of the Green Faith 2, Aspect of the Frog, Erutaki Coat, Aspect of the Hawk, Porcupine, Hatchet
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1
Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
-
POWERS:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☐ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☐ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☑ or to evade your encounter).

BR Mhuirich |

During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
During This Scenario: After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.
If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.
Additional Rules:
Wildcards
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Confusing: After you reset, shuffle a random card into your deck.
Deadly: When you suffer damage, it is increased by 1.
Harrows
The Harrow suit is Keys. Add 1d4 to Dexterity non-combat checks. When you play your harrow, you may draw a card and you may give a card to another character.
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.
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.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+#
On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+#
On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Story Banes
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A
CotCT Story Bane 0
Type: Monster
Traits: Fighter Human Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
Danger:
Story Bane
Traits:
Skirmish
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Scenario Level (#): 1
Turn: 1, Varian/NathanDavis
Monsters
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.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
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.
Core
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Barriers
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Core
Barrier 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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
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.
Weapons
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.
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.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
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.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
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.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
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.
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.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 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.
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.
Items
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.
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.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
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.
Allies
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
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.
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.
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
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.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
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.
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.
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.
Hour Power: At the start of your check, the difficulty is increased by the number of allies in your hand.
Current Hour:
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.
Hours Remaining: 29
Hourglass
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
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.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The 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.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
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.
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.
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.
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.
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
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.
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
The 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.
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.
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.
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.
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.
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Location #1: 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: None
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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.
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.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
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.
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.
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Core
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.
CotCT
Story Bane 1
Type: Barrier
Traits:
Task
Trigger
Veteran
To Defeat:
Intelligence
Wisdom
Knowledge
Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat.
If defeated, display this barrier next to the scenario.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #2: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Core
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
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.
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.
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.
Location #3: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, None
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.
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.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
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.
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.
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.
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Core
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.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
CotCT
Ally 1
Traits:
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Core
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.
Location #5: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
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.
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
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.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
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.
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Location #6: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Core
Ally 0
Traits:
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.

Count Jeggare |

Hour of the Liar
Give card to Hakon: Sleep
Move to Shop
Free explore and encounter Enhance
Reveal Codex
Arcane 5: 1d12 + 2 + 1 ⇒ (1) + 2 + 1 = 4 Wow...Banished
Discard Blessing of the Archdevils to explore end encounter Codex
Reveal Codex
Knowledge 5: 1d12 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Acquired, barely
Banish to Recovery Zellara's Harrow Deck to Examine Shop
Shop Card 3: Spellbook
Shop Card 4: Erastil's Eye
Shop Card 5: Brawl
Arrange in order of whoever is planning to come to the Shop. If no one is planning to come, I'll leave it the way it is.
Banish to Recovery Soothing Word to heal Blessing of the Archdevil
Varian ends his turn.
Varian attempts to recover all cards in his Recovery pile.
Zellara's Harrow Deck. Hour is Harrow. Discard The Foreign Trader. Urban: Recharge Codex
Zellara's Harrow Deck: Perception 12: 1d6 + 1 + 1d4 + 1d12 + 1d4 ⇒ (2) + 1 + (3) + (5) + (3) = 14 -> Zellara's Harrow Deck Recharged.
Soothing Word discarded
Recharge Soothing Word
Varian resets his hand.
Hand: Lightning Touch, Life Drain, False Life, Magic Eye, Codex, Cult Acolyte, The Juggler,
Displayed: Radovan (Core),
Deck: 8 Discard: 1 Buried: 0
Current Location: Shop
Hero Points: 0
Confused: Shuffle in The Juggler
On Zadim's turn, display False Life
Hand: Lightning Touch, Life Drain, Magic Eye, Codex, Cult Acolyte,
Displayed: Radovan (Core), False Life,
Deck: 9 Discard: 1 Buried: 0
"Current Location: Shop
Hero Points: 0"
"NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+2)
If deck gets shuffled or Brawl gets cleared, will use Magic Eye to examine 3 more cards
Movement: Move to Tavern
Other: Urban Local: Add 1d4 to any check, Lightning Touch, Codex, ask if you want it more than that."
"
Middle of Deck (Unknown Order): Grave Tender, Codex (acquired), Zellara's Harrow Deck, The Juggler, Soothing Word, Blessing of the Archdevils 2, Card Caster, Blessing of the Archdevils 1, Sage's Journal
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +1
Constitution d4 ☐ +1
Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane/Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☐ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
☐ At the start of your turn, you may draw up to # cards, then recharge that number of cards.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Hakon: Gave Card: Sleep
Additional Info 1: Arrange Shop Examines in the order of the preference of any planning to explore there.
Additional Info 2: Varian will Examine Shop again if it gets shuffled or the three cards get culled.
Varian - Shop 3-11 remain // Shop Card 3: Spellbook, Shop Card 4: Erastil's Eye, Shop Card 5: Brawl
Slaughterhouse 1-10 remain
Zova, Zadim, Hakon - Storehouse 1-10 remain
Plaza 1-10 remain
Tavern 1-10 remain
Office 1-10 remain

Count Jeggare |

It's the hour of the liar, fortunately Varian is only traveling with his trusted companion, Radovan
After discussing strategy with his new companions, and passing a trick or two to Hakon, it is decided that Varian and Radovan will go ahead to All the World's Meat and look for evidence for Vancaskerin's court-martial.
The butcher shop actually ends up being a bit larger than Varian expected, full of delicacies and kitchenware. If he's looking for evidence, he's got to be thorough. He carefully inspects a cured meat with "Enhanced" spices. Though Radovan is sure Varian would take to it, Varian's put off by something that vaguely smells of cilantro in it. On another shelf sits a Codex of Cookery. It looks expertly crafted and Varian can't help but pick it up. He's a sucker for great books on any subject.
Still at a loss for where the evidence might be, and more than a little distracted, Varian absentmindedly picks up Zellara's Harrow Deck and shuffles it. A ghostly force he refuses to acknowledge pulls a few cards up. While two of the cards feel vaguely fortunate, the third, The Dance, whispers to Varian. Linger much longer and a dance of fisticuffs and thrown furniture is coming.