[PACS] Legendary Curse of the Crimson Throne by Mhuirich

Game Master Mhuirich

Campaign reference


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Off turn, on Varian's turn, reorder the three examined cards so Spellbook is last encountered.

Turn 2, under Calistra's Sting
You may avenge by discarding a card.
Move to the Shop

Zadim follows Varian and Radovan towards the shop, to join in the investigation. This man must face justice, that much is clear. But to determine what level of justice is required... evidence will be useful for that.

Free Exploration - Shop #4: Erastil's Eye
Check to Acquire - Dexterity 5: 1d8 + 1d4 ⇒ (4) + (2) = 6 - Acquired

Entering the store, Zadim stops to say a short prayer to Erastil, and feels a blessing upon him.

Discard Spider to explore - Shop #5: Brawl
Recharge Blessing of the Quartermaster to bless Varian.
Varian Check to Defeat - Dexterity 6: 2d8 + 1d4 ⇒ (4, 1) + (2) = 7 - Defeated
Display Studded Leather Armor
Check to Defeat - Dexterity 6: 1d8 + 1d4 ⇒ (7) + (2) = 9 - Defeated, Banished

Unfortunately, it seems that Varian hasn't made any friends in here. The roughnecks that work in the shop don't take kindly to an aristocrat asking too many questions and poking his head into things he ought not be. As the bullies line up to fight, Zadim rushes into the combat, helping to fight them off. The trio come out unharmed, and the workers back off and give them some space.

Weariness, no further explores allowed. Draw 1 to reset my hand.

Zadim wrote:

Hand: Dawnflower's Petal, Blessing of the Quartermaster, Blessing of Wadjet, The Locksmith (Harrow), Erastil's Eye,

Displayed: Studded Leather Armor, Spider Venom,
Deck: 9 Discard: 1 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

Confusing: 1d5 ⇒ 4 - The Locksmith is shuffled into my deck.

Zadim wrote:

Hand: Dawnflower's Petal, Blessing of the Quartermaster, Blessing of Wadjet, Erastil's Eye,

Displayed: Studded Leather Armor, Spider Venom,
Deck: 10 Discard: 1 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Daggermark Poisoner, Rapier (Core), Sai, Blessing of the Quartermaster (2), Blowgun, Gem of Physical Prowess, The Locksmith (Harrow), Shuriken +1, Blue Star, Bronzed Leather
Recharged:
Discard Pile: Spider (Core),
Buried Pile:

Skills and Powers:
SKILLS
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 Varian: I botted the brawl for you, hope you don't mind. I know Radovan could've fought it for you, but I wanted to get the Blessing out of my hand, and only one of us really had to win anyway, so since you were fighting first, I gave it you to. ;-)
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, Zadim - Shop 3,6-11 remain // Shop Card 3: Spellbook
Slaughterhouse 1-10 remain
Zova, Hakon - Storehouse 1-10 remain
Plaza 1-10 remain
Tavern 1-10 remain
Office 1-10 remain


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

(Off Turn: Hakon is given Sleep.)

Hakon starts his turn.
Hour Power: On your check, if no boons are played, it is blessed.
Ah, one of the best hour powers out there!

Hakon gives Merchant (Core) to Zova.

Hakon spends some time questioning a merchant at the local Storehouses, hoping that they could shed some more light on the rumors surrounding the Cow Hammer Boys. He cuts the questioning short when he hears from another guard that Varian and Zadim have already gone to investigate All the World's Meat by themselves, deciding to quickly rush to the epicenter of the investigation with them, and leaving the half-interrogated merchant with Zova.

Hakon moves to the Shop.
Free exploration:

Shop Card 3: Spellbook:

CotCT
Item 0
Traits:
Book
Magic
To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Intelligence 4 (Hour): 2d6 ⇒ (3, 6) = 9 -> Pass.
Acquired.

Hakon turns up at the shop, noticing the signs of recent violence, with many of the merchandise in disarray. Hearing Varian and Zadim discuss their findings in a nearby room, Hakon intuits that they're not in imminent danger, and takes a moment to pick up a rather impressive looking book from the debris. He opens it, curious, finding not evidence - but magical inscriptions. Varian may be able to shed more light on it.

Hakon discards The Avalanche (Harrow) to explore again.
Harrow: Hakon draws Quartermaster and gives Fencer to Zadim.

Shop Card 6: Quilted Cloth Armor:

CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
The Avalanche: The encountered card is a boon, so it's banished and Hakon explores again...
Shop Card 7: Scimitar:

CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Hakon recharges Quartermaster to add 1d8 to his check to acquire, even though it lowers his chances (compared to the Hour power), just to clear it from my hand without discarding it.
Melee 7 (Quartermaster): 1d10 + 2 + 1d8 ⇒ (1) + 2 + (2) = 5 -> Huh, I didn't expect to fail that.
Banished.

Hakon also notices some armor. At first glance, it looks fine enough... but closer inspection shows it to be shoddy craftsmanship, coming apart at the seams. There's also a blade, but it's similarly worn; dulled and beginning to gather rust.

Hakon recharges Glorious Warhammer to examine the top card of his location...

Shop Card 8: Trapped Chest:

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

There's also a locked chest nearby. Hakon contemplates smashing it open with the warhammer he took from the Guards' armory, when he's suddenly struck by a strange surge of dizziness. He drops the warhammer to the ground, stumbling to lean his weight against a nearby wall, wondering whether he's been struck with mere sickness or some magical curse or trap.

Ugh. Trying to work out whether to use Cure, and/or whether to choose to discard cards from my hand since they all feel terrible, and balancing all of that against the uncertainty and effective handsize of 3 caused by Confusing... this just feels messy.

Hakon sends Cure to Recovery to heal The Avalanche (Harrow) from his discards.

Hakon ends his turn.
Recovery (Cure): Divine 8 (Peacock): 2d4 ⇒ (1, 4) = 5 -> Fail, Cure discarded.
Hakon resets his hand.
Confusing: Hakon randomly shuffles Explorer's Pith Helmet into his deck.

"

Hakon wrote:

Hand: Blessing of the Quartermaster, Sleep, Spellbook,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing of the Quartermaster - Recharge to bless a noncombat check, discard to bless a combat check
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: Use my character power as often as needed! My actual turns are going to be pretty paltry for most of the game, with my tiny hand size and Confusing meaning I'll rarely have the ability to take more than one exploration, or even hold onto a weapon to fight with.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sacred Candle, Shining Wayfinder, Kusarigama, The Avalanche (Harrow), Divine Insight (Core), Bronzed Leather, Quartermaster, Glorious Warhammer, Incitation, Blessing of Wadjet, Good Omen (Core), Explorer's Pith Helmet
Recharged:
Discard Pile: Cure (Core),
Buried Pile:

Skills and Powers:
SKILLS
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.

"


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.

Zova: The Rabbit Prince:

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

Varian: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Zadim: The Locksmith:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+#
On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Hakon: The Avalanche:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A

Thug:

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:

Rioting Mob:

Story Bane
Traits:
Skirmish
Veteran

To Defeat:
Charisma
Diplomacy 6+#

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

Scenario Level (#): 1

Turn: 4, Zova/skizzerz

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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


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

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

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

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

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

Items
Spoiler:
Thieves' Tools
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

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

Spoiler:
Spyglass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.

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

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

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

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

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

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

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

Blessings
Spoiler:
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.

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

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

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

Spoiler:
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

Hour Power: When you would discard or bury an armor you play, you may recharge it instead.

Current Hour:

The Keep:
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.

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
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.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
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.
Hourglass Card 7 Hakon/Yewstance:
Spoiler:
Hourglass Card 7 Hakon/Yewstance
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 8 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 Zova/skizzerz
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
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.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
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.
Hourglass Card 15 Hakon/Yewstance:
Spoiler:
Hourglass Card 15 Hakon/Yewstance
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.
Hourglass Card 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 Zova/skizzerz
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 18 Zadim/Maelwys:
Spoiler:
Hourglass Card 18 Zadim/Maelwys
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.
Hourglass Card 19 Hakon/Yewstance:
Spoiler:
Hourglass Card 19 Hakon/Yewstance
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.
Hourglass Card 20 Zova/skizzerz:
Spoiler:
Hourglass Card 20 Zova/skizzerz
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 21 Varian/NathanDavis:
Spoiler:
Hourglass Card 21 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 22 Zadim/Maelwys:
Spoiler:
Hourglass Card 22 Zadim/Maelwys
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.
Hourglass Card 23 Hakon/Yewstance:
Spoiler:
Hourglass Card 23 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 24 Zova/skizzerz:
Spoiler:
Hourglass Card 24 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 25 Varian/NathanDavis:
Spoiler:
Hourglass Card 25 Varian/NathanDavis
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.
Hourglass Card 26 Zadim/Maelwys:
Spoiler:
Hourglass Card 26 Zadim/Maelwys
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

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

Location #1: Shop
Urban
At This Location: When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, None
Shop Card 1 (Trapped Chest):
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Shop Card 2:
Evidence
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.
Shop Card 3:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Shop Card 4:
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #2: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Slaughterhouse Card 1:
Spider
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Slaughterhouse Card 2:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Slaughterhouse Card 3:
Seeking Shortbow
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Slaughterhouse Card 4:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Slaughterhouse Card 5:
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.
Slaughterhouse Card 6:
Ratling
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 9
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Slaughterhouse Card 7:
Korvosan Dandy
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Slaughterhouse Card 8:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Slaughterhouse Card 9:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Slaughterhouse Card 10:
Wolf Pack
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.

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, None
Storehouse Card 1:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse Card 2:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Storehouse Card 3:
Rat Swarm
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Storehouse Card 4:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Storehouse Card 5:
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Storehouse Card 6:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Storehouse Card 7:
Returning Throwing Axe
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Storehouse Card 8:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Storehouse Card 9:
Heavy Shield
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse Card 10:
Longsword
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Plaza Card 1:
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Plaza Card 2:
Knock
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Plaza Card 3:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Plaza Card 4:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Plaza Card 5:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 6:
Spider Venom
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Plaza Card 7:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Plaza Card 8:
Spiked Breastplate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Plaza Card 9:
Gang Enforcer
CotCT
Ally 1
Traits:
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Plaza Card 10:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.

Location #5: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Tavern Card 1:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 2:
Remove Disease
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.

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

Tavern Card 3:
Troubadour
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Tavern Card 4:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Tavern Card 5:
Porcupine
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Tavern Card 6:
Wand of Force Missile
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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

Tavern Card 7:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Tavern Card 8:
Zombie
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Tavern Card 9:
Yeth Hound
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Tavern Card 10:
War Drum
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.

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
Office Card 1:
Ill Tidings
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Office Card 2:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Office Card 3:
Elixir of Love
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

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

Office Card 4:
Sleep
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Office Card 5:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Office Card 6:
Locked Door
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Office Card 7:
Light Crossbow
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Office Card 8:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Office Card 9:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Office Card 10:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.


Deck Handler // Tier 3.1 // 2 Hero Points // Looking for: Armor 3, Ally 3 (x2), Weapon 3

Off-turn: receive Merchant (Core) from Hakon. Hour of The Keep. Move to Shop and explore.

Shop 1: Trapped Chest. Choose Strength, discard Shock Lizard to add Survival per my character power. Hakon buries Spellbook to add his Diplomacy. Strength 11+2=13: 1d6 + 1d8 + 3 + 1d8 + 1 ⇒ (5) + (2) + 3 + (3) + 1 = 14 Passed, barely. For defeating it, let's summon a weapon, it's an Allying Dart (Weapon 1). Choose Dexterity, discard Bat to add Survival. Adventure power adds 1d4. Dexterity 7: 2d8 + 3 + 1d4 ⇒ (1, 2) + 3 + (1) = 7 Acquired, barely. I'm noticing a trend here...

Next, banish Balmberry to recovery to heal Bat. Then Varian banishes Magic Eye to recovery to examine the final 3 cards of Shop. First up is Evidence. Botting Varian's check (hope you don't mind!)

Varian encounters Evidence! He chooses Knowledge, adding 1d8 because Evidence was examined. Zova recharges Blessing of the Green Faith to bless. Knowledge 10+2=12: 2d12 + 2 + 1d8 ⇒ (3, 5) + 2 + (3) = 13 I was doing a lot of internal debate as to whether or not to add a d4 using Varian's power. It was a 92% success rate already but given my rolls above I was leery about that. Ended up not using it to give Varian some more options on his turn and it still worked out (barely, again)! Evidence is displayed.

Varian continues examining Shop, finding Mob of Undead and Thug. Then, the villain is shuffled into Shop. Discard The Rabbit Prince to explore again. For playing my Harrow I get to draw a card and my give a card. I draw Dog (perfect!), and will choose not to give any cards. Explore (5=villain): 1d3 + 2 ⇒ (1) + 2 = 3 Mob of Undead (also perfect!)

Shop 3: Mob of Undead. Undead story banes: 1) Ancient Skeleton, 2) Daughter of Urgathoa, 3) Mummy, 4) Plague Zombie, 5) Vampire, 6) Wight, 7) Wraith, 8) Zombie Minions. I think that's all of them, let me know if I missed any and I can reroll. Random Undead: 1d8 ⇒ 6 Wight.

Wight:
Wight
Core Story Bane 1
Type: Monster
Traits: Undead Wight Veteran
Check to Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.

Banish Cloud Puff to recovery to ignore BA. Reveal Allying Dart. Discard Dog to add my Survival. Combat 10+2+2=14: 1d8 + 1d4 + 1 + 1d8 + 3 ⇒ (8) + (2) + 1 + (2) + 3 = 16 Defeated. There are no other occupied locations, so Mob of Undead is defeated.

Recover Balmberry: Survival 8: 1d8 + 3 ⇒ (7) + 3 = 10 Recharged. Recover Cloud Puff: Survival 5: 1d8 + 3 ⇒ (8) + 3 = 11 Recharged. Choose Hand Size of 7 while resetting. Confusing shuffles in Aspect of the Hawk.

Zova finishes speaking with the merchant at the Storehouse and learns of a damning tale. The merchant's wife was targeted by the Cow Hammer Boys last week and has disappeared. Zova learns from him that the thugs proffer services to beat up targets, no questions asked. The merchant highly suspects that they invariably kill the targets, as he hasn't heard from his wife for a week and the Cow Hammer Boys seem to offer promises to their clients that they need never worry about the victims again. Clearly distraught, he hopes to follow Zova to All The World's Meat to see if he can find any signs of his wife there, perhaps buried under the animal pens or the like. He mentions that the Korvosan Guard has already checked obvious locations like rivers or alleyways and have turned up empty-handed.

When Zova arrives at the shop, she finds Hakon resting against a very large chest, looking exhausted. He mentions that the chest may be magically trapped, but Zova doesn't sense anything magical, although the wood of the chest does have a very faint pungent aroma. The two of them smash it open to find a small dart inside attached to a spring-loaded system. It seems that attempting to open the chest the normal way instead of simply smashing it into pieces would have caused it to fire at the person. Inside the chest is a contorted Wight. Zova is not sure who would want to keep undead inside of a box or why, but she manages to dispatch it.

Meanwhile, Varian is examining the cuts of meat hanging about the place. He was able to identify most of them as pork or beef, but a couple of the cuts were harder to identify. Eventually he realizes based on the musculature that the mystery cuts are from humans! Given the information Hakon and Zova relayed from talking to the merchant, Varian deduces that the people the thugs are hired to kill are likely brought here and cut up, then served to the hungry townsfolk, a sickening thought. Zova is glad that the merchant was not in the room at the time to hear Varian state that, but wonders how to break the news of his wife's probable fate.

Zova wrote:

Hand: Allying Dart, Hatchet, Aspect of the Frog, Amulet of Mighty Fists, Erutaki Coat, Merchant,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Current Location: Shop
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Use Merchant to have me pass you a card (such as a weapon) if you need it.
Movement: Move with party unless stated otherwise in post
Other: 1A: Playmat available, reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Hawk, Balmberry, Stone Weasel, Porcupine, Blessing of Gozreh, Bat, Cloud Puff, Blessing of the Green Faith 2, Blessing of the Green Faith 1
Recharged:
Discard Pile: Shock Lizard, The Rabbit Prince, Dog,
Buried Pile:

Skills and Powers:
SKILLS
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).


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Off turn, discard Magic Eye and do awesome stuff. Move everyone to Slaughterhouse

Hour of Incitation

Free Explore and Encounter Spider
Reveal Codex
Wisdom 4: 1d6 + 1 ⇒ (1) + 1 = 2 Banished

Before Reset recharge Magic Eye

Varian wrote:

Hand: Lightning Touch, Life Drain, Blessing of the Archdevils 2, Codex, Cult Acolyte, Blessing of the Archdevils 1, Codex (acquired),

Displayed: Radovan (Core), False Life,
Deck: 7 Discard: 1 Buried: 0

Confused: Randomly shuffle in Cult Acolyte

Bile forms in the back of Varian's throat, whether it's to do with the morbid discovery or the divination he cast to understand what's happening here, he couldn't say. Nevertheless, Varian barges into the back rooms of All the World's Meat looking for the monsters that perpetrated this crime. In the first hall, he's only greeted by a spider that lights upon his shoulder. He's momentarily distracted brushing the bloody thing off of his coat. incoming flavor text for his hand There's devilry at play here. He pauses to rifle through his books while the rest of the party catches up. And where is that gods be damned cultist that's always lurking! Radovan answers with a bemused shrug.

Varian wrote:

Hand: Lightning Touch, Life Drain, Codex, Codex (acquired), Blessing of the Archdevils 2, Blessing of the Archdevils 1,

Displayed: Radovan (Core), False Life,
Deck: 8 Discard: 1 Buried: 0
Current Location: Shop
Hero Points: 0
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+2) I've got 2!
Blessings available. The first one recharges.
Movement: Move to Plaza
Other: Urban Local: Add 1d4 to any check in this order Codex, Lightning Touch, Codex, ask if you want it more than that.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Card Caster, Soothing Word, Sage's Journal, Grave Tender, Magic Eye, The Juggler, Cult Acolyte, Zellara's Harrow Deck
Recharged:
Discard Pile: The Foreign Trader,
Buried Pile:

Skills and Powers:
SKILLS
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)
Random Card(s) Used: Allying Dart acquired by Zova
Additional Info 1: Evidence Displayed. Villain shuffled into Shop

Shop 4, Villain, Shuffled remain // 4 is definitely the Henchman proxy
Varian, Zadim, Zova, Hakon - Slaughterhouse 2-10 remain
Storehouse 1-10 remain
Plaza 1-10 remain
Tavern 1-10 remain
Office 1-10 remain


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: Evidence is displayed.

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.

Zova: The Rabbit Prince:

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

Varian: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Zadim: The Locksmith:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+#
On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Hakon: The Avalanche:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A

Thug:

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:

Rioting Mob:

Story Bane
Traits:
Skirmish
Veteran

To Defeat:
Charisma
Diplomacy 6+#

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

Scenario Level (#): 2

Turn: 6, Zadim/Maelwys

Random Cards:

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

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

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

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

Spoiler:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

Barriers
Spoiler:
Imprisonment
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

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

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

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

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

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

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

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

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

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

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

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


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

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

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


Spoiler:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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


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

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

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

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

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

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

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

Spoiler:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.

DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.


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

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

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

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

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

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

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

Blessings
Spoiler:
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

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

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

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

Spoiler:
The 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.

Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.

Current Hour:

The Joke:
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.

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hakon/Yewstance:
Spoiler:
Hourglass Card 1 Hakon/Yewstance
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 2 Zova/skizzerz:
Spoiler:
Hourglass Card 2 Zova/skizzerz
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 3 Varian/NathanDavis:
Spoiler:
Hourglass Card 3 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Zadim/Maelwys:
Spoiler:
Hourglass Card 4 Zadim/Maelwys
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.
Hourglass Card 5 Hakon/Yewstance:
Spoiler:
Hourglass Card 5 Hakon/Yewstance
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Zova/skizzerz:
Spoiler:
Hourglass Card 6 Zova/skizzerz
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 7 Varian/NathanDavis:
Spoiler:
Hourglass Card 7 Varian/NathanDavis
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 8 Zadim/Maelwys:
Spoiler:
Hourglass Card 8 Zadim/Maelwys
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 9 Hakon/Yewstance:
Spoiler:
Hourglass Card 9 Hakon/Yewstance
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 10 Zova/skizzerz:
Spoiler:
Hourglass Card 10 Zova/skizzerz
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Varian/NathanDavis:
Spoiler:
Hourglass Card 11 Varian/NathanDavis
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.
Hourglass Card 12 Zadim/Maelwys:
Spoiler:
Hourglass Card 12 Zadim/Maelwys
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.
Hourglass Card 13 Hakon/Yewstance:
Spoiler:
Hourglass Card 13 Hakon/Yewstance
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.
Hourglass Card 14 Zova/skizzerz:
Spoiler:
Hourglass Card 14 Zova/skizzerz
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 15 Varian/NathanDavis:
Spoiler:
Hourglass Card 15 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 16 Zadim/Maelwys:
Spoiler:
Hourglass Card 16 Zadim/Maelwys
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.
Hourglass Card 17 Hakon/Yewstance:
Spoiler:
Hourglass Card 17 Hakon/Yewstance
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.
Hourglass Card 18 Zova/skizzerz:
Spoiler:
Hourglass Card 18 Zova/skizzerz
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 19 Varian/NathanDavis:
Spoiler:
Hourglass Card 19 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 20 Zadim/Maelwys:
Spoiler:
Hourglass Card 20 Zadim/Maelwys
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.
Hourglass Card 21 Hakon/Yewstance:
Spoiler:
Hourglass Card 21 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 22 Zova/skizzerz:
Spoiler:
Hourglass Card 22 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 23 Varian/NathanDavis:
Spoiler:
Hourglass Card 23 Varian/NathanDavis
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.
Hourglass Card 24 Zadim/Maelwys:
Spoiler:
Hourglass Card 24 Zadim/Maelwys
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

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

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Zova/skizzerz, Zadim/Maelwys, Hakon/Yewstance, None
Shop Card 1:
Verik Vancaskerkin
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Shop Card 2:
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #2: 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: 1 Bl: 1 ?: 1
Located/Displayed Here: Varian/NathanDavis, None
Slaughterhouse Card 1:
Dagger
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Slaughterhouse Card 2:
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Slaughterhouse Card 3:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Slaughterhouse Card 4:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Slaughterhouse Card 5:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Slaughterhouse Card 6:
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Slaughterhouse Card 7:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Slaughterhouse Card 8:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Slaughterhouse Card 9:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

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
Storehouse Card 1:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Storehouse Card 2:
Magic Klar
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse Card 3:
Elixir of Energy Resistance
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Storehouse Card 4:
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Storehouse Card 5:
Flaming Shortbow
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 6:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Storehouse Card 7:
Bolas
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Storehouse Card 8:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Storehouse Card 9:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Storehouse Card 10:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Plaza Card 1:
Full Pouch
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.

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

Plaza Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 3:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Plaza Card 4:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Plaza Card 5:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Plaza Card 6:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Plaza Card 7:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Plaza Card 8:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Plaza Card 9:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Plaza Card 10:
Razor Snare
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

Location #5: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Tavern Card 1:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Tavern Card 2:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Tavern Card 3:
Flame Staff
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Tavern Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 5:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
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.

Tavern Card 6:
Noble
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Tavern Card 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Tavern Card 8:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Tavern Card 9:
Bat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Tavern Card 10:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

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
Office Card 1:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Office Card 2:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Office Card 3:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Office Card 4:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Office Card 5:
Phantasmal Apparition
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Office Card 6:
Cat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Office Card 7:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Office Card 8:
Sleep
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Office Card 9:
Leech
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.
Office Card 10:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.


Turn 6, under the Harrow of the Joke
On your check against a barrier, you may recharge a card to add your Intelligence die.
Move to Storehouse

With Varian having found the required evidence, Zadim decides to head back into the storeroom to find more equipment and supplies. Although his urge is to simply charge in and take care of Verik quickly, he feels like he might need more backup to help take out the fiend in his own shop.

Free Exploration - Storehouse #1: Caltrops
Reveal Blessing of Wadjet for +1d4. Harrow Suit +1d4.
Check to Acquire - Dexterity 4: 1d8 + 1d4 + 1d4 ⇒ (2) + (1) + (4) = 7 - Acquired

He finds a handful of Caltrops in one of the crates. Deciding in favor of a less conventional usage, he throws a few ahead noisily to see if they attract any attention.

Recharge Caltrops to examine the top card - Storehouse #2: Magic Klar Armored Coat
Discard Erastil's Eye to explore - Storehouse #2: Magic Klar Armored Coat
Reveal Blessing of Wadjet for +1d4.
Check to Acquire - Constitution 3: 1d8 + 1d4 ⇒ (4) + (1) = 5 - Acquired

Finding a padded jacket in one of the other crates, Zadim picks it up. Although not as good as the leather armor he's already wearing, he can see this coming in useful. He quickly rigs it up on a stick to look like a person, and then waves that stick around a corner as a decoy, to see if it's attacked.

Recharge Armored Coat to examine the top card of the location - Storehouse #3: Elixir of Energy Resistance

Seeing that it's not attacked at all, Zadim stops for a few minutes to pack the coat away for later use.

Draw 3 to reset my hand

Zadim wrote:
Hand: Dawnflower's Petal, Rapier (Core), Bronzed Leather, Blessing of the Quartermaster, Blessing of Wadjet, Blessing of the Quartermaster (2),

Confusing: 1d6 ⇒ 6 - BotQ(2) reshuffled into deck.

Zadim wrote:

Hand: Dawnflower's Petal, Rapier (Core), Bronzed Leather, Blessing of the Quartermaster, Blessing of Wadjet,

Displayed: Studded Leather Armor, Spider Venom,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Non-Combat: Recharge Blessing of the Quartermaster to bless
Local Combat: Recharge Dawnflower's Petal for +1d8+2
Movement: Keep me with the group
Other: 1A Shirt Reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blowgun, Sai, Caltrops, Gem of Physical Prowess, Daggermark Poisoner, The Locksmith (Harrow), Shuriken +1, Blessing of the Quartermaster (2), Blue Star, Armored Coat
Recharged:
Discard Pile: Spider (Core), Erastil's Eye,
Buried Pile:

Skills and Powers:
SKILLS
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)
Random Card(s) Used: Allying Dart acquired by Zova
Additional Info 1: Evidence Displayed. Villain shuffled into Shop

Zova, Hakon - Shop 4, Villain, Shuffled remain // 4 is definitely the Henchman proxy
Varian - Slaughterhouse 2-10 remain
Zadim - Storehouse 3-10 remain // 3 is Elixir of Energy Resistance
Plaza 1-10 remain
Tavern 1-10 remain
Office 1-10 remain


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

OFF-TURN ACTIONS:
Hakon buries Spellbook to add his Diplomacy to Zova's check; happy to help!
========================
Hakon starts his turn.
Hour Power: At the start of your turn, summon and encounter a monster.
Aw man... Hakon encounters...

Random Monster 1: Orc Rager:

CotCT
Monster 2
Traits:
Barbarian
Orc
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Ptooey. Well, since the BA alone wipes my hand due to the wildcard, no reason not to just do this...
Hakon sends Sleep to Recovery to evade Orc Rager. Thanks Zadim! Shame I can't swap it for my Cure now.

Hakon shares his associates' sickness at the revelations uncovered by their investigation. Wary that the Cow Hammer gang may be watching them - there's been conspicuously little resistance for their apparent base of operations - Hakon decides not to leave Zadim to wander off on his own, even to a seemingly safe place, and follows behind the slayer.

Well, in truth, Hakon loses sight of the stealthy warrior rapidly as soon as he wanders out into the city streets. Hakon stands for a moment, trying to recall the way back to the storehouse in this strange, foreign city, before he senses a nearby presence, followed quickly by the unmistakable feeling of a knifetip roughly pressed to his back; not breaking his armor yet but with a clear threat.

A voice - not quite human, orcish? - grunts into his ear, suggesting that Hakon back into All The World's Meat 'quiet-like'. Hakon has to resist the urge to scoff at the amateurish tactics of the thug, and appears to comply; walking back with the rogue a few steps. Once they're out of sight of passersby from the street, Hakon elbows the rogue in the side, tilting his weight and throwing the gang member off balance before vocalizing a simple sleeping spell; easily striking his weak-willed assailant into unconsciousness. The spell should hold a bit, so Hakon makes a note to send one of the other Guards to arrest the orc whilst he goes and finds Zadim.

Hakon moves to the Storehouse. I'll take that handsize right now.
Free exploration:

Storehouse Card 3: Elixir of Energy Resistance:

Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Hakon recharges Blessing of the Quartermaster to bless his check.
Intelligence 5 (Blessed): 2d6 ⇒ (2, 1) = 3 -> Fail.
Banished.

The Storehouse is a big place. Hakon doesn't find Zadim after wandering about for a couple of minutes, though he does notice some conspicuous - and dangerous - caltrops scattered around a hallway. He takes a moment to sweep the worse of them to the side with his boots, accidentally nudging a rack of goods in the process. Whilst he's quick to steady the rack; a lone, precariously-placed bottle topples from one of the shelves to break against the floor with the sound of shattering glass.

...Oops. Hakon brushes the broken glass under the rack too, hiding the evidence of his clumsiness.

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, with a +1 to hand size (Storehouse).
Confusing: Hakon randomly shuffles Explorer's Pith Helmet into his deck.

Hakon wrote:

Hand: Blessing of Wadjet, Shining Wayfinder, Glorious Warhammer, Good Omen (Core),

Displayed:
Deck: 9 Discard: 2 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD1 boon
Good Omen - Discard to add 1d6+1 to a check to acquire or close
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: Use my character power somewhat sparingly this round, please; but certainly feel free to use Blessing of Wadjet as soon as there's a good boon found! (I can't spend it on an exploration next turn anyway, since I'll use my Wayfinder for that.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Kusarigama, Bronzed Leather, Sacred Candle, Blessing of the Quartermaster, Quartermaster, Divine Insight (Core), Incitation, Explorer's Pith Helmet, The Avalanche (Harrow)
Recharged:
Discard Pile: Cure (Core), Sleep,
Buried Pile: Spellbook,

Skills and Powers:
SKILLS
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.


Deck Handler // Tier 3.1 // 2 Hero Points // Looking for: Armor 3, Ally 3 (x2), Weapon 3

Hour of the Beating. Use Playmat power at the start of my turn to discard Allying Dart and draw Blessing of the Green Faith. Then display Aspect of Frog, move to Office, and explore.

Office 1: Banner of the Ancient Kings Elixir of Healing. Intelligence 4: 1d6 ⇒ 3 Failed and banished. Discard Merchant to explore.

Office 2: Cutpurse Gang. Recharge Hatchet to use Aspect of the Frog's power to evade it and put it at the bottom of the location (since it has the Obstacle trait).

At the end of my turn, Aspect of the Frog is recharged. On reset, choosing a hand size of 7. Confusing randomly shuffles back in Blessing of the Green Faith 2.

With the evidence they need secured, it is now time to round up as many of the Cow Hammer Boys as possible so that they do not flee while the group tries to arrest Verik. Zova moves down a hallway into a more sterile portion of the shop, where a desk and some chairs sit. Atop of them are some papers and journals with business dealings and ledgers. A nearby shelf contains various vials and bottles, Zova presumes for decoration purposes. After a minute, her ears pick up on multiple sets of footsteps approaching, and the clunking boots do not sound like the footsteps of her companions. Thinking quickly, she takes on the sticky hands and feet of tree frogs and leaps to the ceiling above the doorway, hiding up there while three of the Cow Hammer Boys enter the office. While Zova would have liked to round them up, taking on three at once would be difficult, so she silently waits for them to leave. Thankfully, the thugs do not notice her and seem to go on their way after seeing that the office is vacant.

Zova wrote:

Hand: Blessing of the Green Faith 1, Balmberry, Stone Weasel, Amulet of Mighty Fists, Erutaki Coat, Blessing of Gozreh,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Current Location: Office
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Use Merchant to have me pass you a card (such as a weapon) if you need it.
Movement: Move with party unless stated otherwise in post
Other: 1A: Playmat used, reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith 2, Aspect of the Hawk, Cloud Puff, Aspect of the Frog, Bat, Hatchet, Porcupine
Recharged:
Discard Pile: Shock Lizard, The Rabbit Prince, Dog, Allying Dart, Merchant,
Buried Pile:

Skills and Powers:
SKILLS
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).

Random Item 1 used.
Office 1 banished.
Office 2 evaded and is the bottom card of Office.

Status Link
Most Recent BR Refresh

Random Card(s) Used: Armor 1, Item 1
Additional Info 1: Evidence Displayed. Villain shuffled into Shop

Shop 1-2 remain
Varian - Slaughterhouse 1-9 remain
Hakon, Zadim - Storehouse 4-10 remain
Plaza 1-10 remain
Tavern 1-10 remain
Zova - Office 3-10,2 remain // 2 is Cutpurse Gang


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Hour of Sands of the Hour

Move to Office

Free Explore and Encounter Cleaving Battleaxe, pull from random, Cruel Longsword
Discard Codex. Recharge Zova's Blessing of the Green Faith
Strength 10: 1d6 + 1d12 + 2 + 1d6 ⇒ (3) + (4) + 2 + (6) = 15 Acquired

Recharge Blessing of the Archdevils to explore and encounter Spiked Volley
Reload Radovan. Harrow Effect
Acrobatics 9: 1d8 + 1 + 1d12 + 3 + 1d4 ⇒ (3) + 1 + (8) + 3 + (2) = 17
Banished

Varian wrote:

Hand: Lightning Touch, Life Drain, Codex, Radovan (Core), The Juggler, Blessing of the Archdevils 1, Cruel Longsword,

Displayed: False Life,
Deck: 8 Discard: 2 Buried: 0

Confusing: Randomly shuffle in Life Drain

Display Radovan

Not quite getting the backup he was expecting Varian backtracks then follows the sounds of Cow Hammer Boys who appear to be leaving the office. Varian and Radovan keep themselves out of the way enough that the ruffs don't clock them.

Once in the Office, Varian joins Zovas search. Among the clutter that Zova uncovered, Varian recognizes a cruel looking long cleaver that was detailed in his new cookbook. Varian picks it up and gives it some cursory swings...might come in handy in a pinch.

Little does Varian realize, but the blade was covering a pressure plate that has now released a volley of shrapnel. Radovan shouts a warning, pushing Zova out of the way. Varian rolls away just in time and the shards and nails stick menacingly into the desk behind him.

Varian wrote:

Hand: Cruel Longsword, Lightning Touch, Codex, The Juggler, Blessing of the Archdevils 1,

Displayed: Radovan (Core), False Life,
Deck: 9 Discard: 2 Buried: 0
Current Location: Office
Hero Points: 0
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+2)
Blessings available. The Jugger freely rerolls a die, then I draw a card and will likely give my Cruel Longsword to Hakon.
Movement: Move to Storehouse if my location closes.
Other: Urban Local: Add 1d4 to any check in this order Cruel Longsword, Blessing of Archdevils, Codex, Juggler, Lightning Touch

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Zellara's Harrow Deck, Blessing of the Archdevils 2, Life Drain, Magic Eye, Cult Acolyte, Grave Tender, Soothing Word, Sage's Journal, Card Caster
Recharged:
Discard Pile: The Foreign Trader, Codex (acquired),
Buried Pile:

Skills and Powers:
SKILLS
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

Notes for Zova: Recharged Blessing of the Green Faith
Random Card(s) Used: Armor 1, Item 1, Weapon 1 (Cruel Longsword)
Additional Info 1: Evidence Displayed. Villain shuffled into Shop

Shop 1-2 remain
Slaughterhouse 1-9 remain
Hakon, Zadim - Storehouse 4-10 remain
Plaza 1-10 remain
Tavern 1-10 remain
Zova, Varian - Office 5-10,2 remain // 2 is Cutpurse Gang


Turn 10, under the Harrow of the Mute Hag
At the start of your turn, summon and encounter a spell. - Random Spell 1, [strike]Unearthly Aim[/strike]. Random Spell 2, Viper Strike.
Check to Acquire - Intelligence 5: 1d8 ⇒ 6 - Acquired

Zadim continued to explore the Storehouse, when he noticed a scroll. He took a look at it... although he doesn't understand the languages of magic, he does understand the language of poison death. And this scroll spoke to him. He wasn't entirely sure of the details, but the fact that it involved poison death made him curious to try it out, so he slipped it into his belt and hoped for a chance.

Free Exploration - Storehouse #4: Labyrinth
Recharge Blessing of the Quartermaster to bless.
Check to Defeat - Intelligence 6+2=8: 2d8 ⇒ (5, 1) = 6
Varian freely discards the Juggler to reroll the 1 (and draw a card, and give away a card)
Check to Defeat - Intelligence 6+2=8: 5 + 1d8 ⇒ 5 + (8) = 13 - Defeated

As he wanders off pondering the potential power of the parchment, he suddenly finds himself lost amidst the towers of crates that fill the place. He momentarily panics, but then remembers what his Quartermaster friend had told him about stacking crates. Just stick to the left, and you'll find your way clear. Or was that stick to the right? He juggles the options back and forth in his head for a few minutes before finally finding his way clear.

Discard Blessing of Wadjet to explore - Storehouse #5: Flaming Shortbow
Check is Blessed by Wadjet. Harrow suit gives +1d4.
Check to Acquire - Stealth 9: 2d8 + 2 + 1d4 ⇒ (4, 2) + 2 + (3) = 11 - Acquired

As he clears the maze of boxes, Zadim spots a crate labelled with flaming letters. Moving over and taking a peak in, he's rewarded with a magical shortbox. He hefts it, finds it just his size, and adds it to his collection of weapons. Now, he just needs to find an enemy to use all these weapons on!

Recharge Bronzed Leather to examine - Storehouse #6: [strike]Grounded Studded Leather[/strike] Helm.

Once again balancing a suit of armor on the end of a stick, he waves it over the top of another box wall, hoping to attract the attention of an enemy. Unfortunately, none seem to be coming still, just more armor ahead.

Draw 2 to reset my hand.

Zadim wrote:
Hand: Dawnflower's Petal, Rapier (Core), Flaming Shortbow, Sai, Viper Strike, The Locksmith (Harrow),

Confusing: 1d6 ⇒ 5 - Viper Strike is shuffled into deck.

Zadim wrote:

Hand: Dawnflower's Petal, Rapier (Core), Flaming Shortbow, Sai, The Locksmith (Harrow),

Displayed: Studded Leather Armor, Spider Venom,
Deck: 11 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Local Combat: Recharge Sai, Dawnflower's Petal, Rapier for +1d8+2
Locksmith is double blessings on Acrobatics and Disable, otherwise just single. And if anybody needs a weapon, let me know ;-)
Movement: Keep me with the group
Other: 1A Shirt Reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blowgun, Gem of Physical Prowess, Viper Strike, Caltrops, Blue Star, Blessing of the Quartermaster (2), Armored Coat, Shuriken +1, Daggermark Poisoner, Blessing of the Quartermaster, Bronzed Leather
Recharged:
Discard Pile: Spider (Core), Erastil's Eye, Blessing of Wadjet,
Buried Pile:

Skills and Powers:
SKILLS
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: Recharged Blessing of the Green Faith
Notes for Varian: Discard The Juggler (and perform Harrow actions)
Random Card(s) Used: Armor 1&2, Item 1, Weapon 1 (Cruel Longsword), Spell 1&2
Additional Info 1: Evidence Displayed. Villain shuffled into Shop

Shop 1-2 remain
Slaughterhouse 1-9 remain
Hakon, Zadim - Storehouse 6-10 remain // 6 is Helm (Random Armor 2)
Plaza 1-10 remain
Tavern 1-10 remain
Zova, Varian - Office 5-10,2 remain // 2 is Cutpurse Gang


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Don't know what the narrative justification of this will be, but I leave that up to Yewstance ;)

Discard The Juggler, my Harrow.
Draw Blessing of the Archdevils 2.
Give Card to Hakon: Cruel Longsword

Varian wrote:

Hand: Lightning Touch, Codex, Blessing of the Archdevils 2, Blessing of the Archdevils 1,

Displayed: Radovan (Core), False Life,
Deck: 8 Discard: 3 Buried: 0
Current Location: Office
Hero Points: 0
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+2)
Blessings available. First one Recharges
Movement: Move to Storehouse if my location closes.
Other: Urban Local: Add 1d4 to any check in this order Codex, Blessing of Archdevils (1 and 2), Lightning Touch

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Eye, Cult Acolyte, Grave Tender, Sage's Journal, Card Caster, Zellara's Harrow Deck, Soothing Word, Life Drain
Recharged:
Discard Pile: The Foreign Trader, Codex (acquired), The Juggler,
Buried Pile:

Skills and Powers:
SKILLS
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.


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

OFF-TURN ACTIONS:
Hakon is given Cruel Longsword, thanks!

Hakon finally stumbles across Zadim - or rather, Zadim finally tracks down the source of the racket wandering the place - waving over to him. As he does, an odd itch traces over the back of his skull, quickly developing into a voice in his head, listening to Varian's unsettling telepathy.

'I presume you're at the Storehouse; I'm sending Radovan to update you on our progress to further co-ordinate.' The half-elf's magical voice speaks quietly, yet clearly. Sure enough, it's not long before Radovan somehow finds the duo, passing along the current status of the investigation in his own drawling way, and passing a rather fine weapon onto Hakon 'with the Count's regards'.

Hakon gives the strange, curved blade a few swings, and accepts it gratefully, promising Radovan he'll meet up with the rest of the group once he and Zadim finish up at the storehouse.

========================
Hakon starts his turn.
Hour Power: No effect.

Start of Turn: Hakon discards Good Omen (Core) (Spell) to draw Cure (Core) from his discards with his character power.

Hakon stays at the Storehouse.
Free exploration:

Storehouse Card 6: Helm:

Core
Armor 0
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Constitution 4 (Blessing of Wadjet): 1d8 + 1d4 ⇒ (8) + (1) = 9 -> Pass.
Acquired.

Hakon hurries up with equipping himself from everything he can find; there's still much of the gang to disperse.

Hakon recharges Glorious Warhammer to examine...

Storehouse Card 7: Bolas:

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

Hakon discards Shining Wayfinder to examine the top card of his location again.
Hakon shuffles the location, then explores with the Shining Wayfinder's power, adding 1d6 to his checks against monsters.

Card #: 1d4 + 6 ⇒ (2) + 6 = 8

Storehouse Card 8: Reefclaw:

CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Combat: Hakon reveals and additionally reloads Cruel Longsword to use Melee +1d8+1+1d4.
Combat/Melee 11 (Shining Wayfinder): 1d10 + 2 + 1d8 + 1 + 1d4 + 1d6 ⇒ (1) + 2 + (4) + 1 + (3) + (1) = 12 -> Pass; Reefclaw forces a reroll.
Combat/Melee 11 (Shining Wayfinder): 1d10 + 2 + 1d8 + 1 + 1d4 + 1d6 ⇒ (8) + 2 + (2) + 1 + (2) + (1) = 16 -> Pass.
Defeated.

Hakon opens a wardrobe, hoping for some better equipment to pilfer, before jumping back with a grunt, swinging a fist at the hideous creature that leaps out at him from its once-hiding place! His first blow leaving it stunned, Hakon draws his sword and hacks at the hard-; drawing his new blade, hacking it into the hideous, tough-skinned monstrosity repeatedly until it finally falls - leaving a mess along the floor. Hakon grimaces, doing his best to clean his sword and boots, settling down for a moment to do so...

Hakon sends Cure to Recovery to heal himself 1d4 + 1 ⇒ (4) + 1 = 5 cards.
Hakon has all cards in his discard pile healed: (Shining Wayfinder, Sleep, Good Omen (Core)). Deck shuffled.

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 (+1 Hand Size from Storehouse), choosing to discard Helm.
Confusing: Hakon randomly shuffles Quartermaster into his deck.

Hakon wrote:

Hand: Sacred Candle, Divine Insight (Core), Blessing of Wadjet, Bronzed Leather,

Displayed:
Deck: 11 Discard: 2 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessing of Wadjet - Discard 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 (if not used, I'll replace with Cure on my next turn, perhaps healing Zova)
Sacred Candle - If there's a particularly negative hour power (or a particularly beneficial one underneath the hour), bury to draw the hour. Can also be drawn at any player's suggestion
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: As stated above; use Sacred Candle as per your best judgement, particularly if extra-strong or extra-harsh hour powers turn up (I'll use it on my own turn if it's not used beforehand). I can Cure Zova next turn if needed, and if Divine Insight isn't used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sleep, Explorer's Pith Helmet, Kusarigama, Shining Wayfinder, Blessing of the Quartermaster, Good Omen (Core), Cruel Longsword, The Avalanche (Harrow), Incitation, Glorious Warhammer, Quartermaster
Recharged:
Discard Pile: Cure (Core), Helm,
Buried Pile: Spellbook,

Skills and Powers:
SKILLS
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.


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: Evidence is displayed.

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.

Zova: The Rabbit Prince:

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

Varian: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Zadim: The Locksmith:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+#
On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Hakon: The Avalanche:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A

Thug:

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:

Rioting Mob:

Story Bane
Traits:
Skirmish
Veteran

To Defeat:
Charisma
Diplomacy 6+#

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

Scenario Level (#): 2

Turn: 12, Zova/skizzerz

Random Cards:

Monsters
Spoiler:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

Spoiler:
Metal Cobra
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.

Spoiler:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.

Spoiler:
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

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

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

Spoiler:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

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

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

Spoiler:
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.

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

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

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

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

Spoiler:
Frost Longspear
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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


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

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


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

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


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

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


Spoiler:
Enlarge
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.

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


Armors
Spoiler:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
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.
Hourglass Card 6 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
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.
Hourglass Card 7 Hakon/Yewstance:
Spoiler:
Hourglass Card 7 Hakon/Yewstance
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.
Hourglass Card 8 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
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.
Hourglass Card 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
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.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 Zova/skizzerz
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
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.
Hourglass Card 15 Hakon/Yewstance:
Spoiler:
Hourglass Card 15 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
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.
Hourglass Card 18 Zadim/Maelwys:
Spoiler:
Hourglass Card 18 Zadim/Maelwys
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

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

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Shop Card 1:
Verik Vancaskerkin
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Shop Card 2:
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #2: 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: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Slaughterhouse Card 1:
Dagger
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Slaughterhouse Card 2:
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Slaughterhouse Card 3:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Slaughterhouse Card 4:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Slaughterhouse Card 5:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Slaughterhouse Card 6:
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Slaughterhouse Card 7:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Slaughterhouse Card 8:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Slaughterhouse Card 9:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

Location #3: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zadim/Maelwys, Hakon/Yewstance, None
Storehouse Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Storehouse Card 2:
Bolas
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Storehouse Card 3:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.

Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Plaza Card 1:
Frostbite
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Plaza Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 3:
Magnifying Glass
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Plaza Card 4:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Plaza Card 5:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Plaza Card 6:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Plaza Card 7:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Plaza Card 8:
Magic Spiked Breastplate
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Plaza Card 9:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Plaza Card 10:
Razor Snare
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

Location #5: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Tavern Card 1:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Tavern Card 2:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Tavern Card 3:
Flame Staff
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Tavern Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 5:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
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.

Tavern Card 6:
Priest of Asmodeus
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Tavern Card 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Tavern Card 8:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Tavern Card 9:
Bat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Tavern Card 10:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

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: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Varian/NathanDavis, None
Office Card 1:
Phantasmal Apparition
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Office Card 2:
Cat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Office Card 3:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Office Card 4:
Sleep
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Office Card 5:
Leech
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.
Office Card 6:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Office Card 7 (Cutpurse Gang):
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.


Deck Handler // Tier 3.1 // 2 Hero Points // Looking for: Armor 3, Ally 3 (x2), Weapon 3

Off-turn: recharge Blessing of the Green Faith. Hour of Shelyn's Song. Before exploring, banish Balmberry to recovery to heal Allying Dart from my discards. Then explore.

Office 1: Phantasmal Apparition. Choose Perception despite not having the skill. Hakon banishes Divine Insight to recovery to add 2d6. Perception 4+2=6: 1d4 + 2d6 ⇒ (4) + (5, 5) = 14 Defeated. Examine the top 2 cards of Office: Cat and Thug. Discard Stone Weasel to explore.

Office 2: Cat. Reveal Erutaki Coat to add 1. Survival 5: 1d8 + 4 ⇒ (8) + 4 = 12 Automatic success, acquired. Thug (henchman) is now on top of Office.

Recover Balmberry: Reveal Erutaki Coat to add 1. Survival 8: 1d8 + 4 ⇒ (5) + 4 = 9 Passed, recharged.

Reset: Choose hand size of 7. Confused shuffles back in Erutaki Coat (sigh).

Zova and Varian largely finish their search of the Office, finding various records of legitimate business dealings but nothing else of note document-wise. It seems that the Cow Hammer Boys either didn't record their illicit dealings, or they are keeping the records somewhere else. As the two begin to wrap up to head elsewhere, Radovan bolts back into the room and slams the door shut, bracing his body against it.

"Got company coming!" He whispers, with a bit of a grin on his face while loud bangs can be heard from the other side of the door. "One of the thugs spotted me snooping around and started chasing me. I thought we could give him a nice present, since I believe he thinks I'm alone."

Zova wrote:

Hand: Cat, Blessing of the Green Faith 2, Bat, Porcupine, Amulet of Mighty Fists, Blessing of Gozreh,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Current Location: Office
Hero Points: 0
NOTES:
Available Support: Blessings available, if any.
Movement: Move with party unless stated otherwise in post
Other: 1A: Playmat used, reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloud Puff, Erutaki Coat, Aspect of the Hawk, Hatchet, Blessing of the Green Faith 1, Allying Dart, Aspect of the Frog
Recharged:
Discard Pile: Shock Lizard, The Rabbit Prince, Dog, Stone Weasel, Merchant,
Buried Pile:

Skills and Powers:
SKILLS
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

Notes for Hakon: Divine Insight banished to recovery
Additional Info 1: Evidence Displayed. Villain shuffled into Shop

Shop 1-2 remain
Slaughterhouse 1-9 remain
Hakon, Zadim - Storehouse 1-3 remain
Plaza 1-10 remain
Tavern 1-10 remain
Zova, Varian - Office 3-7 remain // 3 is Thug (Henchman), 7 is Cutpurse Gang


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Hour of the Waxworks
Start of Turn: Discard Blessing of the Archdevils to avoid Exhaustion

Free Explore and Encounter Thug
BA Charisma 4+2: 1d6 ⇒ 4
Combat Damage, with Deadly: 1d4 + 1 ⇒ (1) + 1 = 2
Banish False Life to Recovery to reduce damage by 5
Banish Lightning Touch to Recovery. Recharge Zova's Blessing of Green Faith to Bless. Urban: Recharge Blessing of Archdevils. Discard Zadim's Flaming Shortbow
Combat 10+6: 1d12 + 2 + 2d4 + 1d12 + 1d4 + 1d8 ⇒ (6) + 2 + (1, 3) + (1) + (2) + (2) = 17 What a low roll! Thankfully I was paranoid

Closing Office. Discard Zova's Blessing of Gozreh. Urban: Recharge Codex
Charisma 6: 1d6 + 2d6 + 1d4 ⇒ (5) + (2, 4) + (2) = 13

Closed Office. Move to Storehouse to get the Handsize+1. Zova comes along

Recovery: Discard False Life and Lightning Touch. Before Reset, recharge Lightning Touch

Varian wrote:

Hand: Soothing Word, Sage's Journal, Life Drain, Zellara's Harrow Deck, Cult Acolyte, Magic Eye, Card Caster, Grave Tender,

Confusing: Randomly Shuffle in Magic Eye

Radovan quickly locks the door behind him and gets into position with Zova and Varian. The office door shudders as the Cow Hammer Boy on the other side tries to get in.

Not a soul in the office but a humble servant giving this escritoire a thorough cleaning, ventures Varian unconvincingly. For a moment the sound of heavy boots moving away down the hall is heard. Radovan and Varian exchange a "this worked?" shrug.

The sound of running footsteps coming back towards the door dismisses any hope of a peaceful resolution. The door splinters off its hinges showering Varian in shrapnel which disintegrates harmlessly in a small field of entropy. The Cow Hammer Boy is startled to see the force in front of him, and seems to have recently acquired a flaming arrow in the shoulder.

Varian braces for another wave of nausea as electrical currents fly out of his hands enveloping the thug in a near lethal embrace. He collapse on the floorboards, a pool of drool quickly forming underneath his head.

Shall we reconvene with our associates? Varian points at the broken doorway.

Varian wrote:

Hand: Soothing Word, Life Drain, Sage's Journal, Zellara's Harrow Deck, Cult Acolyte, Card Caster, Grave Tender,

Displayed: Radovan (Core),
Deck: 4 Discard: 5 Buried: 0
Current Location: Office
Hero Points: 0
NOTES:
Available Support: Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+2)
Card Caster and Zellara's Harrow Deck can do Examines if desired.
Movement: Move to Tavern
Other: Urban Local: Add 1d4 to any check in this order Grave Tender, Card Caster, Cult Acolyte, Zellara's Harrow Deck, Sage's Journal.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Archdevils 2, Codex, Magic Eye, Lightning Touch
Recharged:
Discard Pile: The Foreign Trader, Codex (acquired), The Juggler, Blessing of the Archdevils 1, False Life,
Buried Pile:

Skills and Powers:
SKILLS
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

Notes for Zova: Recharged Blessing of Green Faith and Discarded Blessing of Gozreh
Notes for Zadim: Discarded Flaming Shortbow
Notes for Hakon: Divine Insight banished to recovery
Additional Info 1: Evidence Displayed. Villain shuffled into Shop

Shop 1-2 remain
Slaughterhouse 1-9 remain
Hakon, Zadim, Zova, Varian - Storehouse 1-3 remain
Plaza 1-10 remain
Tavern 1-10 remain


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: Evidence is displayed.

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.

Zova: The Rabbit Prince:

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

Varian: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Zadim: The Locksmith:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+#
On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Hakon: The Avalanche:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A

Thug:

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:

Rioting Mob:

Story Bane
Traits:
Skirmish
Veteran

To Defeat:
Charisma
Diplomacy 6+#

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

Scenario Level (#): 2

Turn: 14, Zadim/Maelwys

Random Cards:

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

Spoiler:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

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

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

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

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

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

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

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

Spoiler:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

Spoiler:
Thieves' Tools
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

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

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

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


Spoiler:
Spyglass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.

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

Spoiler:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.

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

Spoiler:
Leech
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.

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

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

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

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

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

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

Hour Power: On your blessed check, you may reroll any dice showing 1.

Current Hour:

Irori's Mastery:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
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.

Hours Remaining: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hakon/Yewstance:
Spoiler:
Hourglass Card 1 Hakon/Yewstance
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 2 Zova/skizzerz:
Spoiler:
Hourglass Card 2 Zova/skizzerz
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Varian/NathanDavis:
Spoiler:
Hourglass Card 3 Varian/NathanDavis
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.
Hourglass Card 4 Zadim/Maelwys:
Spoiler:
Hourglass Card 4 Zadim/Maelwys
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.
Hourglass Card 5 Hakon/Yewstance:
Spoiler:
Hourglass Card 5 Hakon/Yewstance
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.
Hourglass Card 6 Zova/skizzerz:
Spoiler:
Hourglass Card 6 Zova/skizzerz
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 7 Varian/NathanDavis:
Spoiler:
Hourglass Card 7 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 8 Zadim/Maelwys:
Spoiler:
Hourglass Card 8 Zadim/Maelwys
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.
Hourglass Card 9 Hakon/Yewstance:
Spoiler:
Hourglass Card 9 Hakon/Yewstance
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.
Hourglass Card 10 Zova/skizzerz:
Spoiler:
Hourglass Card 10 Zova/skizzerz
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 11 Varian/NathanDavis:
Spoiler:
Hourglass Card 11 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 12 Zadim/Maelwys:
Spoiler:
Hourglass Card 12 Zadim/Maelwys
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.
Hourglass Card 13 Hakon/Yewstance:
Spoiler:
Hourglass Card 13 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 14 Zova/skizzerz:
Spoiler:
Hourglass Card 14 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 15 Varian/NathanDavis:
Spoiler:
Hourglass Card 15 Varian/NathanDavis
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.
Hourglass Card 16 Zadim/Maelwys:
Spoiler:
Hourglass Card 16 Zadim/Maelwys
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

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

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Shop Card 1:
Verik Vancaskerkin
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Shop Card 2:
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #2: 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: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Slaughterhouse Card 1:
Dagger
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Slaughterhouse Card 2:
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Slaughterhouse Card 3:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Slaughterhouse Card 4:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Slaughterhouse Card 5:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Slaughterhouse Card 6:
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Slaughterhouse Card 7:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Slaughterhouse Card 8:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Slaughterhouse Card 9:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

Location #3: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, None
Storehouse Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Storehouse Card 2:
Bolas
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Storehouse Card 3:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.

Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Plaza Card 1:
Frostbite
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Plaza Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 3:
Magnifying Glass
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Plaza Card 4:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Plaza Card 5:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Plaza Card 6:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Plaza Card 7:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Plaza Card 8:
Magic Spiked Breastplate
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Plaza Card 9:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Plaza Card 10:
Razor Snare
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

Location #5: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Tavern Card 1:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Tavern Card 2:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Tavern Card 3:
Flame Staff
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Tavern Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 5:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
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.

Tavern Card 6:
Priest of Asmodeus
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Tavern Card 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Tavern Card 8:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Tavern Card 9:
Bat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Tavern Card 10:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.


Off-turn, discarded Flaming Shortbow for Varian's Thug combat.

Turn 14, under Irori's Mastery
On your blessed check, you may reroll any dice showing 1.

Free Exploration - Storehouse #1: Thug
Since I'm hopefully closing, not exploring again, and discarding my hand anyway... discard The Locksmith to bless. Elect to NOT draw a card.
Before Acting - Strength 4+2=6: 2d8 ⇒ (2, 7) = 9 - Success
Reveal (and then Reload) Rapier for combat. Recharge Dawnflower's Petal to add Stealth to a local combat check. Reload Spider Venom to add +1d4 and poison. Recharge Sai to add Intelligence to a Poison check.
Check to Defeat - Combat 10+4=14: 1d8 + 2 + 1d8 + 1d4 + 1d8 + 2 + 1d4 + 1d8 ⇒ (4) + 2 + (2) + (1) + (6) + 2 + (3) + (7) = 27 - Massive overkill, but it kept me from discarding too much ;-)
Defeated a monster, attempt to close. Discard 0-card hand. Location is closed, draw 2 new items (Sacred Candle, Thieves Tools) and banish one (Thieves Tools).
Bury Sacred Candle to draw the Hour (Irori's Mastery, Blessing 1).
Location is closed, follow Hakon to his next location.

As the group gathers in the Storehouse, Zadim gestures for them all to keep quiet. He takes the lead, rounding the next corner into a room with a thug. Once he spots the thug, he pulls out his Spider Venom and carefully dips the tip of his rapier into it. Then, he charges at the thug, attacking viciously.

Zadim has clearly spent too long without a change to fight, because he has much pent up energy in him. He moves like a blur, striking blow after blow with the end of his rapier, barely giving the thug a chance to react before the next hit lands. Quickly, and without even time to scream out, the thug falls to the ground, dead from the combination of rapid strikes and the poison coursing through his system. Zadim looks back at his friends with a grin. "I think this one is taken care of, lets move along..."

Draw 4 to reset my hand.

Zadim wrote:
Hand: Rapier (Core), Spider Venom, Caltrops, Irori's Mastery, Blessing of the Quartermaster (2),

Confusing: 1d5 ⇒ 2 - Spider Venom is reshuffled

Zadim wrote:

Hand: Rapier (Core), Caltrops, Irori's Mastery, Blessing of the Quartermaster (2),

Displayed: Studded Leather Armor,
Deck: 12 Discard: 5 Buried: 1
Hero Points: 0
NOTES:
Available Support: Local Combat: Discard Caltrops to evade.
Any Non-Combat: Recharge Quartermaster to bless.
Movement: Keep me with the group
Other: 1A Shirt Reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster, Shuriken +1, Gem of Physical Prowess, Viper Strike, Blue Star, Sai, Daggermark Poisoner, Blowgun, Armored Coat, Bronzed Leather, Spider Venom, Dawnflower's Petal
Recharged:
Discard Pile: Spider (Core), Erastil's Eye, Blessing of Wadjet, Flaming Shortbow, The Locksmith (Harrow),
Buried Pile: Sacred Candle,

Skills and Powers:
SKILLS
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: Recharged Blessing of Green Faith and Discarded Blessing of Gozreh
Notes for Hakon: Divine Insight banished to recovery
Additional Info 1: Evidence Displayed. Villain shuffled into Shop

Shop 1-2 remain
Slaughterhouse 1-9 remain
Hakon, Zadim, Zova, Varian - Storehouse BANISHED
Plaza 1-10 remain
Tavern 1-10 remain


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: Evidence is displayed.

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.

Zova: The Rabbit Prince:

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

Varian: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Zadim: The Locksmith:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+#
On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Hakon: The Avalanche:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A

Thug:

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:

Rioting Mob:

Story Bane
Traits:
Skirmish
Veteran

To Defeat:
Charisma
Diplomacy 6+#

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

Scenario Level (#): 2

Turn: 15, Hakon/Yewstance

Random Cards:

Monsters
Spoiler:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.

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

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

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

Spoiler:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

Barriers
Spoiler:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

Spoiler:
Holy Water
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.


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

Allies
Spoiler:
Korvosan Guard
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.

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

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

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

Spoiler:
Harrowed Society Student
CotCT
Ally 0
Traits:
Arcanist
Human
Harrow
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.

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

Spoiler:
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.

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

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

Spoiler:
The 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.

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

Current Hour:

Torag's Power:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
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.

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/skizzerz:
Spoiler:
Hourglass Card 1 Zova/skizzerz
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 2 Varian/NathanDavis:
Spoiler:
Hourglass Card 2 Varian/NathanDavis
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.
Hourglass Card 3 Zadim/Maelwys:
Spoiler:
Hourglass Card 3 Zadim/Maelwys
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.
Hourglass Card 4 Hakon/Yewstance:
Spoiler:
Hourglass Card 4 Hakon/Yewstance
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.
Hourglass Card 5 Zova/skizzerz:
Spoiler:
Hourglass Card 5 Zova/skizzerz
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 6 Varian/NathanDavis:
Spoiler:
Hourglass Card 6 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 7 Zadim/Maelwys:
Spoiler:
Hourglass Card 7 Zadim/Maelwys
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.
Hourglass Card 8 Hakon/Yewstance:
Spoiler:
Hourglass Card 8 Hakon/Yewstance
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.
Hourglass Card 9 Zova/skizzerz:
Spoiler:
Hourglass Card 9 Zova/skizzerz
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 10 Varian/NathanDavis:
Spoiler:
Hourglass Card 10 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 11 Zadim/Maelwys:
Spoiler:
Hourglass Card 11 Zadim/Maelwys
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.
Hourglass Card 12 Hakon/Yewstance:
Spoiler:
Hourglass Card 12 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 13 Zova/skizzerz:
Spoiler:
Hourglass Card 13 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 14 Varian/NathanDavis:
Spoiler:
Hourglass Card 14 Varian/NathanDavis
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.
Hourglass Card 15 Zadim/Maelwys:
Spoiler:
Hourglass Card 15 Zadim/Maelwys
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

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

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Shop Card 1:
Verik Vancaskerkin
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Shop Card 2:
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #2: 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: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Slaughterhouse Card 1:
Dagger
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Slaughterhouse Card 2:
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Slaughterhouse Card 3:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Slaughterhouse Card 4:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Slaughterhouse Card 5:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Slaughterhouse Card 6:
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Slaughterhouse Card 7:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Slaughterhouse Card 8:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Slaughterhouse Card 9:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

Location #3: Storehouse
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zova/skizzerz, Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, 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

Plaza Card 1:
Frostbite
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Plaza Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 3:
Magnifying Glass
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Plaza Card 4:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Plaza Card 5:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Plaza Card 6:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Plaza Card 7:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Plaza Card 8:
Magic Spiked Breastplate
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Plaza Card 9:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Plaza Card 10:
Razor Snare
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

Location #5: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Tavern Card 1:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Tavern Card 2:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Tavern Card 3:
Flame Staff
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Tavern Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 5:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
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.

Tavern Card 6:
Priest of Asmodeus
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Tavern Card 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Tavern Card 8:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Tavern Card 9:
Bat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Tavern Card 10:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

OFF-TURN ACTIONS:
Hakon sendsDivine Insight to Recovery, then discards it at the end of Zova's turn.

When the Storehouse is closed, Hakon moves to the Plaza with everyone. They can move elsewhere on their own turns to set up for temp-closing; but Hakon can cover the Plaza as the only character with Diplomacy.
========================
Hakon starts his turn.
Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

Hakon observes the results of Zadim's brutality, quietly impressed by the efficacy of his method of combat.

"Quite the slaying... maybe not proper for a new Korvosan guard, though." Hakon points out with a good-humored grin, not truly perturbed at the sight of the grounded, bleeding thug.

Hakon buries Sacred Candle to draw Torag's Power.
The hour power is now "At the start of your turn, discard a blessing or suffer the scourge Exhausted.".

Hakon stays at the Plaza.
Free exploration:

Plaza Card 1: Frostbite:

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

CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Hakon encounters Frostbite, banishing Infernal Healing.
Intelligence 6 (Blessing of Wadjet): 1d6 + 1d4 ⇒ (4) + (3) = 7 -> Pass.
Acquired.

Hakon discards Blessing of Wadjet to examine the top card of his location...

Plaza Card 2: Thug:

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.
Well... I was expecting another boon, but sure. We've got a good haul already, so let's make the villain cornering a little easier.
Hakon explores with the Blessing of Wadjet's power; adding 1 die to checks to acquire during this exploration.

BA: Melee 6: 1d10 + 2 ⇒ (7) + 2 = 9 -> Pass.
Diplomacy Check to Defeat: Hakon buries Bronzed Leather to add his Diplomacy skill to his check to defeat a monster.

Diplomacy 9 (Hakon): 1d8 + 1 + 1d8 + 1 ⇒ (5) + 1 + (5) + 1 = 12 -> Pass.
Defeated.

Closing Henchman defeated: Hakon attempts to close Plaza.
Hakon discards Torag's Power to bless.
Varian recharges Grave Tender to add 1d4.

Plaza: Diplomacy 7 (Blessed, Varian): 2d8 + 1 + 1d4 ⇒ (6, 7) + 1 + (2) = 16 -> Pass; Plaza closed!
Plaza: Hakon recharges Frostbite.
Hakon moves to the Slaughterhouse.

Hakon and the others make their way back to the front of All the World's Meat, so that they can prepare to arrest the treasonous Vancaskerkin; travelling through the nearby Plaza to get there. Though they remain far enough apart from one another to avoid drawing too much attention to themselves - it wouldn't do to let Verik know they were coming for him - it didn't help the tall, tattooed, long-haired Hakon from standing out like a sore thumb, however, and another of the Cow Hammer gang is brash enough to ambush the skald even amidst the busy streets.

Deciding he doesn't need to draw his weapon and contribute to causing anymore panic to bystanders; Hakon grabs his assailant's arm before their cudgel can land a blow, twisting it away from him as he punches the foolish youth in the face, dazing him before knocking him unconscious with another firm blow to the head. He signals another nearby member of the Guard to come and take the assailant off to the nearest cells, before resuming his trek to All the World's Meat.

Hakon ends his turn.
Hakon resets his hand.
Confusing: Hakon randomly shuffles Good Omen (Core) into his deck.

Hakon wrote:

Hand: Blessing of the Quartermaster, Shining Wayfinder, Sleep,

Displayed:
Deck: 9 Discard: 5 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessing of the Quartermaster - Recharge to bless a noncombat check, discard to bless a combat check
Shining Wayfinder - Recharge to have Hakon move to a location, examine the top 2 cards, and optionally encounter an examined non-story-bane monster
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 to the Shop if my location closes.
Other: Well, I didn't draw an ally to help guard with, so instead...

If a character is about to explore at the Shop, Hakon will recharge Shining Wayfinder to move there so that he can assist checks there with his character powre.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Explorer's Pith Helmet, Good Omen (Core), Cruel Longsword, Frostbite, The Avalanche (Harrow), Glorious Warhammer, Incitation, Quartermaster, Kusarigama
Recharged:
Discard Pile: Cure (Core), Helm, Divine Insight (Core), Blessing of Wadjet, Torag's Power,
Buried Pile: Spellbook, Sacred Candle, Bronzed Leather,

Skills and Powers:
SKILLS
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.


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: Evidence is displayed.

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.

Zova: The Rabbit Prince:

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

Varian: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Zadim: The Locksmith:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+#
On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Hakon: The Avalanche:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A

Thug:

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:

Rioting Mob:

Story Bane
Traits:
Skirmish
Veteran

To Defeat:
Charisma
Diplomacy 6+#

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

Scenario Level (#): 2

Turn: 16, Zova/skizzerz

Random Cards:

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

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

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

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

Spoiler:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

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

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

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

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

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

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

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

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

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

Spoiler:
Dogslicer
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

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

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

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

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


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

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


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

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

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

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

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

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

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

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

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


Spoiler:
Thieves' Tools
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

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

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

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

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

Spoiler:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.

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


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

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

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

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

Spoiler:
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

Spoiler:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.

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

Hour Power: No effect.

Current Hour:

Prayer:
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.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
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.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
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.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
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.
Hourglass Card 7 Hakon/Yewstance:
Spoiler:
Hourglass Card 7 Hakon/Yewstance
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.
Hourglass Card 8 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
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.
Hourglass Card 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
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.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
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

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

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Shop Card 1:
Verik Vancaskerkin
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Shop Card 2:
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #2: 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: 1 Bl: 1 ?: 1
Located/Displayed Here: Hakon/Yewstance, None
Slaughterhouse Card 1:
Dagger
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Slaughterhouse Card 2:
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Slaughterhouse Card 3:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Slaughterhouse Card 4:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Slaughterhouse Card 5:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Slaughterhouse Card 6:
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Slaughterhouse Card 7:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Slaughterhouse Card 8:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Slaughterhouse Card 9:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

Location #4: Plaza
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zova/skizzerz, Varian/NathanDavis, Zadim/Maelwys, 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

Tavern Card 1:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Tavern Card 2:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Tavern Card 3:
Flame Staff
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Tavern Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 5:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
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.

Tavern Card 6:
Priest of Asmodeus
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Tavern Card 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Tavern Card 8:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Tavern Card 9:
Bat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Tavern Card 10:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.


Deck Handler // Tier 3.1 // 2 Hero Points // Looking for: Armor 3, Ally 3 (x2), Weapon 3

Off-turn: Recharge Blessing of the Green Faith, discard Blessing of Gozreh.

Plaza closing: Zova and Radovan move to Tavern, Zadim moves to Slaughterhouse. Sorry for overriding your notes but you don't have an ally in hand to reveal in case I get lucky and the henchman is at the top of the tavern.

Hour of Prayer. Stay at Tavern and explore, encountering Warband. Summon and encounter Random Monster #1 Quivering Cube. Choose Combat (Strength). Discard Cat for character power to add Survival. Reveal Amulet of Mighty Fists. Combat 12: 1d6 + 1d8 + 3 + 1d4 ⇒ (1) + (8) + 3 + (4) = 16 Defeated, Warband is defeated but Varian summons and encounters Quivering Cube.

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

Recharge Porcupine to explore per Tavern power, encountering Gem of Physical Prowess. Choose Dexterity, and discard Bat to add Survival. Adventure Suit adds 1d4. Varian recharges Grave Tender to add 1d4 assuming that card is still available (if not I'd request a different card recharged to add a d4). Dexterity 11: 2d8 + 3 + 2d4 ⇒ (5, 3) + 3 + (2, 3) = 16. Acquired.

End turn, choosing hand size of 7. Draw up, then confusing randomly shuffles in Amulet of Mighty Fists.

The crowd outside of the shop seems to be getting rowdier by the minute as the Cow Hammer Boys are distracted and unable to serve or sell any meat. Varian comes up with a plan to placate the crowd, and asks Zova for her assistance. The two step outside as Varian shouts out an invite for all to hear to head to a tavern just down the block for a free round. Zova thinks she heard him mention the words "petting zoo" as well but wasn't quite sure.

A sizeable number followed the pair to the tavern, and Varian made good on his promise of free drink. Zova figures that a nobleman like himself could probably spare the expense, and the count explained along the way that this would serve to make the Korvosan Guard seem like good, friendly people and hopefully ensure that there won't be any rioting when All the World's Meat needs to be shut down by them. He asked Zova to use her animal empathy to attract nearby animals to add an entertainment aspect on top of the drinking, and Zova was able to find a cat, porcupine, and bat willing to be around the mass of people. Unfortunately, she also seemed to find a quivering cube that was interested in being around a mass of people as well, although likely to eat them rather than be an afternoon's entertainment. Zova first slashed at it with a claw, only to see it split into two! Zova then used closed fists to pummel half into submission while Varian engaged the other half of the cube.

With that out of the way, showing that the Korvosan Guard has combat prowess in addition to friendliness, they made their way inside of the tavern. The crowd enjoyed themselves, breaking out into bar songs and making new friends. Zova was handed a magical gem from a well-off looking gentleman as thanks for the part that she played in all of this.

Zova wrote:

Hand: Gem of Physical Prowess, Cloud Puff, Aspect of the Frog, Hatchet, Aspect of the Hawk, Erutaki Coat,

Displayed:
Deck: 6 Discard: 8 Buried: 0
Current Location: Tavern
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Cloud Puff available.
Movement: Move with party unless stated otherwise in post
Other: 1A: Playmat used, reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith 1, Porcupine, Amulet of Mighty Fists, Blessing of the Green Faith 2, Balmberry, Allying Dart
Recharged:
Discard Pile: Shock Lizard, The Rabbit Prince, Dog, Stone Weasel, Merchant, Blessing of Gozreh, Cat, Bat,
Buried Pile:

Skills and Powers:
SKILLS
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

Notes for Varian: Summon and encounter Quivering Ooze, recharge Grave Tender
Additional Info 1: Evidence Displayed. Villain shuffled into Shop
Shop 1-2 remain
Hakon, Zadim - Slaughterhouse 1-9 remain
Zova, Varian - Tavern 3-10 remain

I no longer have an ally in hand to close. May be worthwhile to do some examines to see if the henchman is coming up. If it is, and you have an ally to spare, you could pass it my way during the Give a Card step (and I'll pass it back on my turn).


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Off turn, recharge Grave Tender and Card Caster
Off turn, encounter Quivering Cube
Banish Life Drain to Recovery. Urban: Recharge Sage's Journal
Combat 12: 1d12 + 2 + 2d4 + 1d4 ⇒ (3) + 2 + (1, 2) + (4) = 12 Just enough
Heal Blessing of the Archdevils 1
Recovery: Discard Life Drain

Hour of Gorum's Iron

Banish Soothing to Recovery to Heal Zova 1 card

Move to Slaughterhouse

Banish Zellara's Harrow Deck to Recovery to Examine Shop. Keep Verik Vancaskerkin on top

Varian ends his turn.

Varian attempts to recover all cards in his Recovery pile.
Soothing Word discarded.
Zellara's Harrow Deck: Arcane 12: 1d6 + 1 ⇒ (3) + 1 = 4 -> Zellara's Harrow Deck discarded.

Recharge Life Drain
Varian resets his hand.

Varian wrote:

Hand: Lightning Touch, Magic Eye, Sage's Journal, Cult Acolyte, Grave Tender, Blessing of the Archdevils 2, Blessing of the Archdevils 1,

Confusing: Randomly shuffle in Grave Tender

On Zadim's turn: Banish Magic Eye to Recovery to Examine Slaughterhouse:
Slaughterhouse Card 1: Dagger
Slaughterhouse Card 2: Hell Hound
Slaughterhouse Card 3: Faceless Stalker

Discard Magic Eye in Recovery

Though Zova has thoroughly ingratiated herself to rowdies at the Tavern, she clearly looks uncomfortable in the setting. Varian sidles up to her and whispers, Just remember, they're nothing more than the fauna of Korvosa when it comes down to it. Treat them as such and you are not likely to go wrong. With that, he leaves Zova to it, and returns to All The World's Meat.

He finds, Zadim and Hakon readying for battle. However, the Slaughterhouse is a far from ideal battlefield for the two of them, too porous, too many hidden dangers. Varian suggests that he and his retinue (a tiefling and a cultist, and where did that grave tender disappear to?) cover the exits, while they search out the head of this despicable operation; perhaps bringing in Cressida for the arrest if so desired.

Before they go, he sends his Magic Eye searching for anything of value here, and confirms that his companions just need to get this over with.

Varian wrote:

Hand: Lightning Touch, Sage's Journal, Cult Acolyte, Blessing of the Archdevils 2, Blessing of the Archdevils 1,

Displayed: Radovan (Core),
Deck: 4 Discard: 7 Buried: 0
Current Location: Office
Hero Points: 0
NOTES:
Available Support: 2 Blessings. The first one recharges
Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+2)
Other: Urban Local: Add 1d4 to any check in this order Lightining Touch, Sage's Journal

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Codex, Grave Tender, Life Drain, Card Caster
Recharged:
Discard Pile: The Foreign Trader, Codex (acquired), The Juggler, False Life, Soothing Word, Zellara's Harrow Deck, Magic Eye,
Buried Pile:

Skills and Powers:
SKILLS
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

Notes for Zova: Heal 1
Additional Info 1: Evidence Displayed. Villain is on top of the Shop

Shop 1-2 remain // 1-2 known, Villain on top
Hakon, Zadim, Varian - Slaughterhouse 1-9 remain // 1-3 known

Zova - Tavern 3-10 remain


Turn 18, under the Harrow of The Twin.
On your check, the first item or ally played is played freely.
Move to Base

Free Exploration - Base #1: Cressida Kroft
Acquired. Heal 1: (The Locksmith (Harrow)). Display Cressida, then bury her to draw a new weapon - Glorious Warhammer.

Sensing that the villain is almost cornered, Zadim heads back to the base to alert Cressida to the situation. "Good, give him a good smashing for me!" she says, handing him an ornate hammer. "Not really my style... but I'm sure we'll find some use for it."

Discard Caltrops and draw 2 to reset my hand.

Zadim wrote:
Hand: Rapier (Core), Glorious Warhammer, Irori's Mastery, Blessing of the Quartermaster (2), The Locksmith (Harrow),

Confusing: 1d5 ⇒ 3 - Reshuffle Irori's Mastery

Zadim wrote:

Hand: Rapier (Core), Glorious Warhammer, Blessing of the Quartermaster (2), The Locksmith (Harrow),

Displayed: Studded Leather Armor,
Deck: 12 Discard: 5 Buried: 1
Hero Points: 0
NOTES:
Available Support: Any Non-Combat: Recharge Quartermaster to bless.
The Locksmith if you need it.
Movement: Keep me with the group
Other: 1A Shirt Reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sai, Dawnflower's Petal, Bronzed Leather, Blessing of the Quartermaster, Shuriken +1, Armored Coat, Daggermark Poisoner, Blue Star, Spider Venom, Viper Strike, Gem of Physical Prowess, Irori's Mastery
Recharged:
Discard Pile: Spider (Core), Erastil's Eye, Blessing of Wadjet, Flaming Shortbow, Caltrops,
Buried Pile: Sacred Candle,

Skills and Powers:
SKILLS
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.


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: Evidence is displayed.

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.

Zova: The Rabbit Prince:

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

Varian: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Zadim: The Locksmith:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+#
On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Hakon: The Avalanche:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Thugs (Cow Hammer Boys)—Proxy A

Thug:

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:

Rioting Mob:

Story Bane
Traits:
Skirmish
Veteran

To Defeat:
Charisma
Diplomacy 6+#

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

Scenario Level (#): 2

Turn: 19, Hakon/Yewstance

Random Cards:

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

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

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

Spoiler:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

Spoiler:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
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.

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

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

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

Spoiler:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

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

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

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

Spoiler:
Longbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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


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

Spoiler:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

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

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

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

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

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

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

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

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

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

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

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


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

Spoiler:
Thieves' Tools
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

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

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

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

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

Spoiler:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.

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


Blessings
Spoiler:
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

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

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

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

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

Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

Current Hour:

The Foreign Trader:
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.

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/skizzerz:
Spoiler:
Hourglass Card 1 Zova/skizzerz
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 2 Varian/NathanDavis:
Spoiler:
Hourglass Card 2 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Zadim/Maelwys:
Spoiler:
Hourglass Card 3 Zadim/Maelwys
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.
Hourglass Card 4 Hakon/Yewstance:
Spoiler:
Hourglass Card 4 Hakon/Yewstance
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.
Hourglass Card 5 Zova/skizzerz:
Spoiler:
Hourglass Card 5 Zova/skizzerz
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 6 Varian/NathanDavis:
Spoiler:
Hourglass Card 6 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 7 Zadim/Maelwys:
Spoiler:
Hourglass Card 7 Zadim/Maelwys
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.
Hourglass Card 8 Hakon/Yewstance:
Spoiler:
Hourglass Card 8 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 9 Zova/skizzerz:
Spoiler:
Hourglass Card 9 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 10 Varian/NathanDavis:
Spoiler:
Hourglass Card 10 Varian/NathanDavis
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.
Hourglass Card 11 Zadim/Maelwys:
Spoiler:
Hourglass Card 11 Zadim/Maelwys
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 ?: 0
Located/Displayed Here: Zadim/Maelwys, None

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Shop Card 1 (Verik Vancaskerkin):
Verik Vancaskerkin
CotCT
Story Bane 1
Type: Monster
Traits:
Fighter
Human
To Defeat:
Combat 16
OR Charisma
Diplomacy 11
Before acting, suffer 1d4 Ranged Combat damage.
Shop Card 2:
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #2: 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: 1 Bl: 1 ?: 1
Located/Displayed Here: Varian/NathanDavis, Hakon/Yewstance, None
Slaughterhouse Card 1 (Dagger):
Dagger
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Slaughterhouse Card 2 (Hell Hound):
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Slaughterhouse Card 3 (Faceless Stalker):
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Slaughterhouse Card 4:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Slaughterhouse Card 5:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Slaughterhouse Card 6:
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Slaughterhouse Card 7:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Slaughterhouse Card 8:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Slaughterhouse Card 9:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

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: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, None
Tavern Card 1:
Flame Staff
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Tavern Card 2:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 3:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
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.

Tavern Card 4:
Priest of Asmodeus
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Tavern Card 5:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Tavern Card 6:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Tavern Card 7:
Bat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Tavern Card 8:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

Hakon starts his turn.
Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

Unfortunately, even if I save my spell - which I think I can put to good use right now - I have a full 75% chance to get my hand wiped from the villain BA (due to Deadly; I get handwiped on any damage roll but a '1'). I can barely hit even average odds on the check to defeat him with no cards in hand, even with support, so I have to go somewhere else to fish for an ally, rather than my initial plan to chase the villain around.

Start of Turn: Hakon discards Sleep (Spell) to draw Cure (Core) from his discards with his character power.
Hakon sends Cure to Recovery to heal Varian 1d4 + 1 ⇒ (2) + 1 = 3 cards.

Hakon takes the wizard's advice to heart. Whilst he can't say he's convinced that an aristocrat-wizard would know much about group battle strategy; Varian tends to make very convincing points. Furthermore, he's the only member of the group who knows the city, and that Radovan didn't counter any of his suggestions cements Hakon's approval in the plan. Before he heads out, however, the Skald offers Varian what meagre healing magic he knows; guessing that the merest hint of weariness displayed by the spellcaster is likely a sign of great exhaustion under his dignified facade.

And so, Hakon splits up from Zadim and situates himself near the Tavern where Zova is keeping the locals under control, checking his equipment and armor and preparing himself for the fight he expects to come.

Hakon moves to the Tavern.
Free exploration:

Tavern Card 1: Flame Staff:

Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Arcane (Untrained): 1d4 ⇒ 3 -> Fail.
Banished.

Hakon discards Shining Wayfinder to examine the top card of his location...

Tavern Card 2: Thug:

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.
Can't close the location, so no point encountering the henchman yet. Hakon shuffles the location, then explores with the Shining Wayfinder's power, adding 1d6 to his checks against monsters.
Card #: 1d7 + 1 ⇒ (3) + 1 = 4
Tavern Card 4: Priest of Asmodeus:

CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card
Hakon recharges Blessing of the Quartermaster to add a die to his Diplomacy check.
Diplomacy 9: 2d8 + 1 ⇒ (3, 6) + 1 = 10 -> Nice! Pass.
Acquired.

Hakon eyes a suspicious man as they leave the Tavern, recognizing the symbols on their robes. He calls them over, feigning friendliness, and tries to gently probe them for information. Whilst acknowledging the validity of Asmodeous worship in Korvosa - a city known for its ties to Cheliax and Hellknight orders - he cannot contain his suspicions when an apparent priest would wander in public wearing their ceremonial garb. After all; it's his job as a member of the Korvosan Guard to keep the peace - what guard would he be if he didn't investigate suspicious activity?

The priest is actually quite affable, to Hakon's shock, and the psuedo-interrogation somehow turns into a series of queries and discussions instigated by genuine curiosity. The priest, which is indeed what the man claims to be, is all too happy to share more about the city's history, his personal history, his religion and it's most stringent meritocratic views. When Hakon shares some of his own recent experiences, the priest is quick to praise Hakon's clear abilities, approving of their latest monarch's decision to induct you into the guards and, with Hakon's permission, even granting the skald his blessing.

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.
Confusing: Hakon randomly shuffles Good Omen (Core) into his deck.

"

Hakon wrote:

Hand: Priest of Asmodeus, Cruel Longsword, Glorious Warhammer,

Displayed:
Deck: 8 Discard: 7 Buried: 3
Hero Points: 0
NOTES:
Available Support: Bury a card (Priest of Asmodeus) - Reroll all dice for a local check
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: N/A
Other: Not exactly a good hand, but no matter; I have an ally; as does Varian, and between us we can guard the remaining locations!

I recommend that Zova goes for the win on her turn; delaying and getting unlucky to Confusing might eat up the remainder of our time if we get a continued streak of poor luck.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Incitation, Frostbite, Blessing of the Quartermaster, Explorer's Pith Helmet, Good Omen (Core), The Avalanche (Harrow), Kusarigama, Quartermaster
Recharged:
Discard Pile: Cure (Core), Helm, Divine Insight (Core), Blessing of Wadjet, Torag's Power, Sleep, Shining Wayfinder,
Buried Pile: Spellbook, Sacred Candle, Bronzed Leather,

Skills and Powers:
SKILLS
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.

"


Deck Handler // Tier 3.1 // 2 Hero Points // Looking for: Armor 3, Ally 3 (x2), Weapon 3

Hour of The Trumpet: ignore all cards' before acting powers. I already had Cloud Puff to ignore the BA damage, but this saves me a card I guess.

Display Aspect of the Hawk, then move to Shop and explore into the villain. Hakon guards Tavern by revealing Priest of Asmodeus, Varian guards Slaughterhouse by banishing Cult Acolyte. Villain BA is ignored due to Hour.

Taking the Combat check, using Aspect of the Hawk to use Dexterity + 1d6+# (1d8+1d6+1) and additionally discarding Gem of Physical Prowess to add another 1d6. Use my character power to discard Aspect of the Frog to add my Survival plus the level of the discarded card (1d8+3+1). Displayed Evidence adds 1d8 (scenario power). Varian recharges Blessing of the Archdevils to bless. Combat 16: 1d8 + 2d6 + 1 + 1d8 + 4 + 1d8 + 1d8 ⇒ (1) + (6, 4) + 1 + (2) + 4 + (1) + (2) = 21 Villain is defeated and has nowhere to escape to. We win!

With Hakon's arrival at the Tavern, Zova sees that the crowd is likely calmed down enough that the new guards can finish off their task of shutting down All the World's Meat without having a rioting mob on their hands afterwards. Zova briefly rendezvouses with Varian to discuss a plan of attack. Varian suggests having the shady cultist he befriended distract the remaining Cow Hammer Boys and pull them away from the doorway upstairs, where Verik awaits.

Despite numerous complaints, the cultist acquiesces and performs admirably in his task, running off down an alleyway with the thugs in tow. In fact, the cultist almost seemed more afraid of Zova than the thugs. Zova pondered on this for a moment, and then realized that he was likely afraid of Zova's appearance, as she had shifted her hands to a hawk's talons in preparation for any resistance along the way to Verik. Varian and Radovan both express their doubts that the cultist will be rejoining them anytime soon given all of this.

With the door now unguarded, Zova makes her way upstairs to Verik's office. Upon entry, the man demands to know why Zova is there. After Zova states that she is with the Korvosan guard and wishes to speak with Verik about the shop, Verik flies into a rage. He shouts "Everything I do is for the people, I will not allow you to take me in for deserting the guard!" It seems that there was a large misunderstanding and Zova is not the best at talking people down from things. She readies her talons and races to subdue Verik.

After a few well-placed talon swipes, Verik is unable to hold his weapon or run away. "Now, we talk." Zova begins, and then shares her story of what they all learned about the Cow Hammer Boys and the source of much of the shop's meat.


 
 
 
 
 
Development
“Wait just a hellspawned minute!” says Sergeant Vancaskerkin as he struggles against your handcuffs. “What do you mean my associates have been murdering people and disposing of the bodies in my—” Then you see a once-proud member of the Korvosan Guard lose his lunch.

Dragged before Field Marshal Cressicla Kroft, Vancaskerkin is court-martialed and demoted for his actions. This show of authority has a curious effect on the rank and file: they are suddenly inspired to keep law and order in their hometown. With that, the riots cool from the boiling point to a mere simmering threat. An uneasy peace covers Korvosa, as if everyone is waiting for whatever happens next.

A noble named Amin Jalento has words for you. During the riots, you saved him from a crowd of fervent revolutionaries. "Korvosa needs more citizens like you," he says. “People who will uphold the right of people to be rich if that's where their circumstances take them."

Uh-huh. Maybe these rioters aren’t so far off the mark after all.

Reward

Rally the supporter Amin Jalento.

If Evidence is displayed next to the scenario or if Verik Vancaskerkin was cornered when defeated with a non-combat check, the party gets a new ally and a new blessing.

• Bodyguard (Ally 1)

• Cayden Cailean's Revelry (Blessing 1)

Acquired Cards

Priest of Asmodeus (Ally 1)
Bodyguard (Ally 1)
Cat (Ally 0)
Helm (Armor 0)
Armored Coat (Armor 0)
Irori's Mastery (Blessing 1)
Erastil's Eye (Blessing 1)
Cayden Cailean's Revelry (Blessing 1)
Torag's Power (Blessing 1)
Sacred Candle (Item 1)
Gem of Physical Prowess (Item 1)
Codex (Item 0)
Caltrops (Item 0)
Spellbook (Item 0)
Frostbite (Spell 0)
Allying Dart (Weapon 1)
Flaming Shortbow (Weapon 1)
Glorious Warhammer (Weapon 1)
Cruel Longsword (Weapon 1)


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

Amin's words hit a nerve of Hakon's, and he has to resist the urge to shoot the man a vicious glare.

Sizing the aristocrat up, Hakon finds him wanting. He'd never survive as a warrior; quite frankly, Hakon's unsure he'd survive without servant waiting on his ever need.

But justice was served - even if it struck Hakon as a particularly lenient form thereof - and the next few days settle into an uneasy routine as Korvosa's unrest abates, to a point. The daily patrols, with the occasional disturbance to resolve and report on, leads to a certain sense of stifling civility, and Hakon begins to have doubts as to the merits of his new assignment. His new position is losing is lustre, and with it his creativity wanes.

Though there are some highlights; every chance he gets to patrol or work alongside Zova, Zadim, Varian or Radovan is a certain delight. Their tales of lands beyond Korvosa, and observing their curious equipment, items and even spellcasting flair break up the monotony of his daily business remarkably well.


 
 
 
 
 
Scenario 1B: The Ambassador’s Secret
Field Marshal Cressida Kroft introduces you as her prize new recruits to Korvosa’s most renowned teacher of swordplay, Vencarlo Orisini. “Master Orisini has come across some troubling news about the ambassador from Cheliax. If we don’t act, Cheliax may take advantage of our city’s turmoil to declare sanctions, embargoes, or even war.”

“Aye, ’tis true!" Master Orisini smiles and deftly alights in a chair across from you. “Perhaps you have heard of this ambassador, a sullen fop named Darvayne Gios Amprei?”

You have not, and you tell him so.

“More’s the value of being you! I, it is sad to note, have not been so fortunate. I have been across the table from Ambassador Amprei far too often. It is among the lowest of my accomplishments.

“Amprei’s public disdain for Korvosa is well documented, but secretly, he harbors great desire to control our city. He wants to wreck our economy from within so that he can buy up devalued properties from desperate landholders. He conspires with a rotter named Devargo Barvasi, a crime lord known colloquially as the King of Spiders. They say he controls a vast web of illicit activities from his base at Eel's End. A few say he animates the very dream spiders of Korvosa’s sewers, though others claim this is mere fiction. Then again, We found that the most fantastical of legends are often the truest!”

Eel’s End is a section of Korvosa’s docks named for a warship permanently moored at the pier. Vencarlo describes how the King of Spiders has infested the ship and four other vessels surrounding it, crafting a waterborne den of iniquity.

“We need evidence,” says Marshal Kroft. “We can’t just barge in there and burn the place to the ground. Our ambassador might have a contemptible demeanor, but he’s still an envoy from abroad. Our case against him must be more watertight than the Eel’s End itself. As for Devargo, he can drown in the bay.”

“So be it!" shouts Vencarlo. ”Come. I will take you to the borders of Old Korvosa, where my fencing studio lies. From there it is but a skip to the piers. If anyone threatens my beloved hometown, they shall suffer today!”

Story Banes

Danger: Devargo Bavarsi
Villain: None
Henchmen (Non-Closing): Chittersnap; Monstrous Spiders—Proxy A

Setup

When preparing the story banes, set aside the non-closing henchman Evidence and shuffle 1 Proxy B for it into each location.

During This Scenario

At the end of your turn, you may examine the top card of your location, then put that card on top of a location.

When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat, you win.

Wildcards

1d18 ⇒ 2 Besieged: After you move, suffer 1 Ranged Combat damage.
1d18 ⇒ 7 Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
1d18 ⇒ 6 Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

Extra barrier at: 1d5 ⇒ 1 Den of Iniquity

Harrows

Zova: The Rabbit Prince:

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

Varian: The 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.

Zadim: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Hakon: The Demon's Lantern:

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


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: At the end of your turn, you may examine the top card of your location, then put that card on top of a location.

When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat, you win.

Additional Rules:

Evidences displayed: 0

Wildcards

Besieged: After you move, suffer 1 Ranged Combat damage.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

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.

Zova: The Rabbit Prince:

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

Varian: The 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.

Zadim: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Hakon: The Demon's Lantern:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Chittersnap; Monstrous Spiders—Proxy A

Monstrous Spider—Proxy A:

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

Evidence—Proxy B:

Story Bane
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.

Danger:

Devargo Barvasi:

Story Bane
Traits:
Human
Rogue

To Defeat:
Combat 16OR
Charisma
Diplomacy 12

Before acting, a local character summons and encounters the story bane Knivesies.
On your Charisma or Diplomacy check to defeat, you may banish any number of boons; add 1d4 for each one banished.

Scenario Level (#): 2

Turn: 1, Varian/NathanDavis

Random Cards:

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

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

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

Spoiler:
Harpy
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

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

Barriers
Spoiler:
Sick Child
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

Spoiler:
Harrowed Society Student
CotCT
Ally 0
Traits:
Arcanist
Human
Harrow
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.

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

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

Spoiler:
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.

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

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

Spoiler:
The 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.

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zadim/Maelwys:
Spoiler:
Hourglass Card 1 Zadim/Maelwys
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 2 Hakon/Yewstance:
Spoiler:
Hourglass Card 2 Hakon/Yewstance
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.
Hourglass Card 3 Zova/skizzerz:
Spoiler:
Hourglass Card 3 Zova/skizzerz
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 4 Varian/NathanDavis:
Spoiler:
Hourglass Card 4 Varian/NathanDavis
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 5 Zadim/Maelwys:
Spoiler:
Hourglass Card 5 Zadim/Maelwys
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Hakon/Yewstance:
Spoiler:
Hourglass Card 6 Hakon/Yewstance
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 7 Zova/skizzerz:
Spoiler:
Hourglass Card 7 Zova/skizzerz
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 8 Varian/NathanDavis:
Spoiler:
Hourglass Card 8 Varian/NathanDavis
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 9 Zadim/Maelwys:
Spoiler:
Hourglass Card 9 Zadim/Maelwys
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 10 Hakon/Yewstance:
Spoiler:
Hourglass Card 10 Hakon/Yewstance
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Zova/skizzerz:
Spoiler:
Hourglass Card 11 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 12 Varian/NathanDavis:
Spoiler:
Hourglass Card 12 Varian/NathanDavis
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 13 Zadim/Maelwys:
Spoiler:
Hourglass Card 13 Zadim/Maelwys
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 14 Hakon/Yewstance:
Spoiler:
Hourglass Card 14 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 15 Zova/skizzerz:
Spoiler:
Hourglass Card 15 Zova/skizzerz
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.
Hourglass Card 16 Varian/NathanDavis:
Spoiler:
Hourglass Card 16 Varian/NathanDavis
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.
Hourglass Card 17 Zadim/Maelwys:
Spoiler:
Hourglass Card 17 Zadim/Maelwys
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 18 Hakon/Yewstance:
Spoiler:
Hourglass Card 18 Hakon/Yewstance
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 19 Zova/skizzerz:
Spoiler:
Hourglass Card 19 Zova/skizzerz
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.
Hourglass Card 20 Varian/NathanDavis:
Spoiler:
Hourglass Card 20 Varian/NathanDavis
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 21 Zadim/Maelwys:
Spoiler:
Hourglass Card 21 Zadim/Maelwys
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 22 Hakon/Yewstance:
Spoiler:
Hourglass Card 22 Hakon/Yewstance
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.
Hourglass Card 23 Zova/skizzerz:
Spoiler:
Hourglass Card 23 Zova/skizzerz
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 24 Varian/NathanDavis:
Spoiler:
Hourglass Card 24 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 25 Zadim/Maelwys:
Spoiler:
Hourglass Card 25 Zadim/Maelwys
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 26 Hakon/Yewstance:
Spoiler:
Hourglass Card 26 Hakon/Yewstance
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.
Hourglass Card 27 Zova/skizzerz:
Spoiler:
Hourglass Card 27 Zova/skizzerz
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 28 Varian/NathanDavis:
Spoiler:
Hourglass Card 28 Varian/NathanDavis
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
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.
Hourglass Card 29 Zadim/Maelwys:
Spoiler:
Hourglass Card 29 Zadim/Maelwys
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
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.

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 ?: 2
Located/Displayed Here: None

Base Card 1:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Base Card 2:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 4 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity Card 1:
Poison Gas
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Den Of Iniquity Card 2:
Bracers of Protection
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity Card 3:
Thieves' Tools
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Den Of Iniquity Card 4:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity Card 5:
Cold Iron Greatsword
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 6:
Priest of Asmodeus
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Den Of Iniquity Card 7:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Den Of Iniquity Card 8:
Guide
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Den Of Iniquity Card 9:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 10:
Hide Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Den Of Iniquity Card 11:
Mad Prophet
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
Den Of Iniquity Card 12:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Den Of Iniquity Card 13:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.

Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Spider Nest Card 1:
Scimitar
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Spider Nest Card 2:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 3:
Korvosan Dandy
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Spider Nest Card 4:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Spider Nest Card 5:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Spider Nest Card 6:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Spider Nest Card 7:
Heavy Shield
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Spider Nest Card 8:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Spider Nest Card 9:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Spider Nest Card 10:
Deadfall Scorpion
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Spider Nest Card 11:
Wolf Pack
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Spider Nest Card 12:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
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.

Location #3: 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: 3 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Boat Card 1:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Boat Card 2:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Boat Card 3:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Boat Card 4:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Boat Card 5:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Boat Card 6:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Boat Card 7:
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Boat Card 8:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Boat Card 9:
Spider
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Boat Card 10:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Boat Card 11:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Boat Card 12:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.

Location #4: 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: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
Tavern Card 1:
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Tavern Card 2:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Tavern Card 3:
Fiery Glare
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Tavern Card 4:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Tavern Card 5:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Tavern Card 6:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Tavern Card 7:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

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

Tavern Card 8:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Tavern Card 9:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
WisdomSurvival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Tavern Card 10:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Tavern Card 11:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 12:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

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: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Docks Card 1:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Docks Card 2:
Phantasmal Apparition
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Docks Card 3:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Docks Card 4:
Codex
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Docks Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Docks Card 6:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Docks Card 7:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Docks Card 8:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Docks Card 9:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
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.
Docks Card 10:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Docks Card 11:
Crow
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Docks Card 12:
Chittersnap
CotCT
Story Bane 1
Type: Monster
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.


Zadim raises a blade to Vencarlo's rallying cry.
"Yes, we shall free the harbor! We shall bring the Justice of Sarenrae to the city! We shall... stop for drinks on the way?"

Zadim will start at the Tavern

Zadim wrote:

Hand: Rapier (Core), Bronzed Leather, Blue Star, Blessing of Wadjet, Blessing of the Quartermaster, The Juggler (Harrow),

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Non-Combat: Recharge Quartermaster to bless.
Any: Freely discard Juggler to reroll 1 die.
Local Combat: Bury Blue Star to add 1d6+Poison.
Movement: Keep me with the group
Other: 1A Shirt Reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spider (Core), Gem of Physical Prowess, Daggermark Poisoner, Scorpion Whip, Shuriken +1, Blowgun, Studded Leather Armor, Spider Venom, Dawnflower's Petal, Blessing of the Quartermaster (2)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.


"Uncovering secrets, are we? Those have a tendency to want to stay hidden, so you come to dear Zellara for guidance on where to start. Why, a girl would think that you're starting to like her!" Zellara seems to be in a playful mood today, chiding and toying a bit with the entourage assembled before her haunted harrow deck. The group informed the fortune-teller of their recent encounter with Vencarlo Orisini and their need to uncover illicit dealings between the Chelaxian ambassador and the crime lord Devargo Barvasi. "And speaking of secrets, I have a feeling that this Vencarlo fellow isn't telling you everything either. But I suppose that is neither here nor there."

"First things first, I would recommend that you not just barge into the Spider King's domain without a solid plan. If there's one thing I learned about crime lords, getting ahead of yourself may see you lose that head. This task of yours is better left to the shadows, collecting what you can without arousing suspicion as long as possible. If the ambassador catches wind of your plans, he will almost certainly take pains to remove any evidence that may exist. With that, let's see what roles you will all be playing in the upcoming trial."

"For Zova, I have once again The Rabbit Prince. It seems to have taken a liking to you, and so too must you take a liking to your increasingly public role. The aid of others can keep your true purpose masked. For Zadim, I have The Juggler. There are many moving pieces in games of intrigue, and pursuing one to the exclusion of others will weaken your performance much as a juggler dropping his balls ruins his. Rather than relying on the fates to drop these pieces for you, some well placed strikes from the shadows should cause some of the ambassador's pieces to fall. For Varian, The Crows. Gaining the support of others inside of enemy territory is difficult, and you can expect that many will be Hostile towards your attempts to gather information or pick up evidence. Those who follow the crime lord care not about nobility, except perhaps about how they fetch a higher price when held for ransom. Tread carefully. For Hakon, The Demon's Lantern. A canny opponent leaves Hazardous roadblocks for those who oppose him, and tries to lead their enemies directly into them, much as a will-o-wisp tries to sink travellers in a swamp. Do not allow anyone to question your resolve or lead you astray. Finally, for Radovan, The Midwife."

Zellara gets cut off as Radovan interjects with "Nice! So I'm finally going to-"

Zellara stares him down and he stops mid-sentence, her mood clearly soured. "You're incorrigible." she states. "But fine, if you wish to interrupt me then you can interpret it without my aid."

Zellara then lays the cards out in a typical spread, and reveals the first column: The Rabbit Prince, The Desert, and The Foreign Trader. "I see here the events that have led us to this point. One thing in particular that catches my eye is The Rabbit Prince. It speaks of past tactics that have worked out well, and will likely do so again. When Zova brought her animals to the tavern, it calmed the crowd down and prevented riots. Now, in the crime lord's territory, the same tactic may just work out well to loosen up tongues and hear the whereabouts of the information you seek."

"Next we have the events of the present: The Avalanche, The Theater, and The Unicorn. The present is shrouded in mystery, and many of these cards are silent to me. However, The Theater speaks of a game the crime lord is fond of known as Knivesies. The two competitors stand at opposite ends of the table, with their right hand bound behind their backs. Each has an empty pouch on their waist, and a knife is set in the center. People bet by throwing their gold onto the table, and the winner is the one who picks up the most gold into their pouch, incapacitates their opponent, or knocks them off the table. The harrow tells me that Devargo will likely make you play this for his amusement before turning over any information he may have on the ambassador."

"Finally, we have the future. The Trumpet, The Wanderer, and The Twin. The Trumpet indicates that should you succeed in this task, you will have a reputation here in Korvosa. One that says that you are unafraid of tackling problems head-on. This will no doubt serve you well and gain supporters to your cause."

With that, Zellara's spirit vanishes back into the deck once again.

A picture of the spread is available.


Deck Handler // Tier 3.1 // 2 Hero Points // Looking for: Armor 3, Ally 3 (x2), Weapon 3

Starting at the Tavern. Choosing a hand size of 7 to start out with. After drawing a valid starting hand, add The Rabbit Prince into hand, and use Tyrant of the Harrow reward to discard a new harrow blessing (Random Blessing 2: The Foreign Trader).

With Zellara's words fresh on her mind, Zova mentally prepares herself for a repeat performance of her petting zoo. She brings a bat along with her to the next tavern they visit, hoping that she can learn some things about this "Spider King" before they visit his domain. She was still not one to talk much, however, so she is also hoping that her companions can do that side of things for her.

Zova wrote:

Hand: Blessing of the Green Faith 1, Hatchet, Cloud Puff, Erutaki Coat, Balmberry, Aspect of the Hawk, Bat,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Tavern
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Cloud Puff available.
Movement: Move with party unless stated otherwise in post
Other: 1B: Playmat available, reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Porcupine, Dog, Blessing of the Green Faith 2, Aspect of the Frog, Blessing of Gozreh, Raven, Shock Lizard, Stone Weasel, Amulet of Mighty Fists
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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).


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Dragon's Demand Reward: Replacing Corrosive Dagger +1 with Chain Mail
Not normally Varian's style, but there are hidden blades in Eels End that he'd like to avoid.
Replacing Flame Staff with Zellara's Harrow Deck
Start at Tavern

Having arrived at Eel's End, Varian is both impressed and disgusted with the place. Radovan, you bring me to the nicest places. I supposed we'd better make nice with the locals. He looks at the signage outside the Twin Tigers. Fancy a game of chance?

Varian wrote:

Hand: Magic Eye, Life Drain, Sleep, Codex, Card Caster, The Midwife, The Foreign Trader, The Crows,

Displayed: Radovan (Core),
Deck: 8 Discard: 0 Buried: 0
Current Location: Tavern
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)
Other: Urban Local: Add 1d4 to any check in this order (I'll figure it out after my turn)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grave Tender, Cult Acolyte, Sage's Journal, Lightning Touch, Chain Mail, False Life, Zellara's Harrow Deck, Blessing of the Archdevils
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

LOOT (Dragon's Demand AP Reward): Warhammer (Core) (Weapon) -> Incitation (Blessing)
I could take the Chain Mail too, given the damage we'll be taking - but frankly the difference between "recharge to reduce damage by 1" and "discard 1 card to damage" is virtually negligible to me. I'm not running out of cards when I have a hand size of 4, a deck size of 17, and the ability to recur Cures. :)

Hakon starts at the Tavern.

Hakon is the first to leave for the Tavern - to gather information, at Zadim's half-joking strategy suggestion. Any excuse to leave the Harrowing with haste.

Hakon is grateful for the guidance, and very real power that Zellara's spirit seems capable of leveraging. Among the Ulfen, he has already observed the power of those that can see, and even manipulate, the threads of fate... but he cannot overcome his discomfort of having his fate read by one who's already fallen victim to it. Zellara is owed both respect and caution in equal measures, he decides, but he keeps her words held close to his heart.

'Do not allow anyone to question your resolve.' Hakon reminds himself, as he thinks of his homeland, of this city, and of that simple royal brooch.

Hakon draws his starting hand, then adds his Harrow to it.

Hakon wrote:

Hand: The Demon's Lantern (Harrow), Shining Wayfinder, Kusarigama, Good Omen (Core), Incitation,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Shining Wayfinder - Recharge to have Hakon move to a location, examine the top 2 cards, and optionally encounter an examined non-story-bane monster.
Good Omen - Discard to add 1d6+1 to a check to acquire or close
Incitation - Discard to bless a check, Freely if it invokes Acid/Cold/Electricity/Fire/Force
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: N/A
Other: I'm all for using Good Omen relatively early; either for a level 1 boon or even just an ally or blessing for a bonus exploration.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sacred Candle (2), Bronzed Leather, Sacred Candle, Blessing of Wadjet, Fencer, Glorious Warhammer, Quartermaster, Merchant (Core), Divine Insight (Core), Cure (Core), Blessing of the Quartermaster, Explorer's Pith Helmet
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.


As Varian is about to lead the group into the Twin Tigers, Zadim suddenly stops him. "Wait," he says, "let me check for dangers first."

Ignoring the nasty glares that he's getting from Radovan at stepping in on his territory, Zadim peaks through the door.

Recharge Blue Star to examine Tavern #1: Evidence - TRIGGER
Varian recharges a card for +1d4.
Check to Defeat - Intelligence 12: 1d8 + 1d8 + 1d4 ⇒ (7) + (3) + (4) = 14 - Success, display Evidence next to the Scenario

Although surprised at his own efficiency, Zadim attempts to keep a straight face under Radovan's piercing glare, to impress the Hellspawn. "Aha, there's the very information we're looking for! Sitting right on that table near the doorway." Zadim slips inside, grabs the diplomatic pouch off the nearby table, and slips back out without anybody else noticing. "Now we've got that settled, shall we move on to somewhere else instead?"

Zadim wrote:

Hand: Rapier (Core), Bronzed Leather, Blessing of Wadjet, Blessing of the Quartermaster, The Juggler (Harrow),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Non-Combat: Recharge Quartermaster to bless.
Any: Freely discard Juggler to reroll 1 die.
Movement: Keep me with the group
Other: 1A Shirt Reroll available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Daggermark Poisoner, Blowgun, Gem of Physical Prowess, Scorpion Whip, Blessing of the Quartermaster (2), Dawnflower's Petal, Studded Leather Armor, Spider Venom, Shuriken +1, Spider (Core)
Recharged: Blue Star,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Recharge Sleep during Zadim's Examine for Urban bonus

Hour of Orison

Move to Docks. Besieged: Discard Magic Eye

Recharge Card Caster to examine the bottom two cards of Docks
Docks Card 11: Crow
Docks Card 12: Chittersnap


Free Explore and encounter Full Plate
Discard The Crows. Reveal Codex. Use Hakon's Good Omen

Constitution 9: 1d4 + 2d4 + 1 + 1d6 + 1 ⇒ (2) + (4, 4) + 1 + (4) + 1 = 16 acquired
Used Harrow. Draw Grave Tender. Give Card Grave Tender to Hakon

Display Full Plate

Discard The Midwife to explore and encounter Phantasmal Apparition
Reload Radovan
Knowledge 6+2: 1d12 + 3 + 1d12 + 4 ⇒ (12) + 3 + (3) + 4 = 22
Examine 2 cards
Docks Card 3: Throwing Axe
Docks Card 4: Codex

Before Reset, recharge Magic Eye

Seeing there's nothing to be gained by going into the Twin Tigers. Varian and his entourage back out to the dock. As he begins to harness the nauseating powers that will give him an insight on where to find more evidence, a crossbow bolt barely misses a vital organ and scratches his neck, wrecking his concentration.

Backing into cover holding his wound, Looks like we're not welcome. This won't do at all. Grave Tender! That Hakon fellow is always rolling my eyes at my fashion choices. See if he has anything protective I can don. At that the Grave Tender hurries back to Hakon.

"I would think by now, you would trust the cards to guide you," one of Zellara's acolytes says in an annoying singsong voice. He pulls a couple of cards. "You see, I can already tell you that an ettercap is hiding underneath the docs we are standing on."

Radovan, now alert, looks around, trying to find the promised threat. "That's starting make a kind of sense, Varian. Don't you have the phantasmal harrow deck or whatever. Just get Zellara to point us in the right direction"

Sure enough, Varian already feels the deck in hand. As the Grave Tender returns with a set of... Plate Mail? Well, beggers are never given the rights of choosers as they say.

Varian wrote:

Hand: Life Drain, Lightning Touch, Codex, Zellara's Harrow Deck, Cult Acolyte, The Foreign Trader,

Displayed: Radovan (Core), Full Plate,
Deck: 7 Discard: 2 Buried: 0
Current Location: Tavern
Hero Points: 0
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+2)
Foriegn Trader: Local Non-Combat, bless and add 1d12
Other: Urban Local: Add 1d4 to any check in this order: Lightning Touch, Cult Acolyte, Codex. Ask after that.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Archdevils, Sage's Journal, Chain Mail, False Life
Recharged: Sleep, Card Caster, Magic Eye,
Discard Pile: The Crows, The Midwife,
Buried Pile:

Skills and Powers:
SKILLS
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.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

Status Link
Most Recent BR Refresh

Notes for Hakon: Used Good Omen. Received Grave Tender
Additional Info 1: 1 Evidence Displayed.

Base 1-2 remain
Den Of Iniquity 1-12 remain
Spider Nest 1-12 remain
Boat 1-12 remain
Hakon, Zadim, Zova - Tavern 2-12 remain // Evidence Found
Varian - Docks 3-12 remain // 3,4,11,12 known


Turn 2, under the Incitation
Move to Docks.
1 Ranged Combat Damage - Discard Bronzed Leather, allowing me to draw 1. (Spider)

Zadim follows Varian back out to the docks, his armor taking a hit from an attack that was meant to do more damage than it did. Zadim pulls the arrow out and throws it away, looking around disgusted at the cowards that would shoot from the shadows and then disappear.

Free Exploration - Docks #3: Throwing Axe
Reveal Blessing of Wadjet for +1d4. Harrow is Keys for +1d4.
Check to Acquire - Dexterity 6: 1d8 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (1) + (1) = 4 - Wow, that was impressively horrid... I'll use my Paizo reroll on the d8. Because somehow I always end up needing it more on the first turn then ever.
Check to Acquire - Dexterity 6: 1d8 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5 - Fine. Axe is banished, and I take 1 damage. Discard Spider

Arriving at the docks, Zadim moves over to where he can see a throwing axe laying out. As he picks it up, it slips out of his hand and falls, almost slicing his leg off. He manages to jump out of the way, but not quite far enough, as the axe bounces off his foot, blade side down, and then slips off the dock and splashes into the water below. Zadim curses at the stupid weapon as he bandages up his foot, watching the thing sink into the depths.

Discard Blessing of Wadjet to explore - Docks #4: Codex
Wadjet gives +1 die.
Check to Acquire - Intelligence 5: 2d8 ⇒ (5, 4) = 9 - Acquired

As Zadim sits down to bind his wound, he spots a book wedged between planks of the dock nearby. Pulling it out, he flips through and sees that it's still in decent shape, so he sets it aside to give to Varian later, thinking that it's more his speed.

End of turn, examine top card of the location Docks #5: Flanking Attack, and move it to on top of the Spider's Nest. Draw 1 to reset my hand.

Zadim wrote:

Hand: Rapier (Core), Shuriken +1, Blessing of the Quartermaster, The Juggler (Harrow), Codex (Core),

Displayed:
Deck: 9 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Non-Combat: Recharge Quartermaster to bless.
Any: Freely discard Juggler to reroll 1 die. (when I play Juggler I'll hand Codex to Varian, and draw a card)
Local Combat: Recharge Shuriken to add 1d8+3
Movement: Keep me with the group
Other: 1B Shirt Reroll Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Daggermark Poisoner, Dawnflower's Petal, Blowgun, Blessing of the Quartermaster (2), Studded Leather Armor, Scorpion Whip, Spider Venom, Gem of Physical Prowess
Recharged: Blue Star,
Discard Pile: Bronzed Leather, Spider (Core), Blessing of Wadjet,
Buried Pile:

Skills and Powers:
SKILLS
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 Hakon: Used Good Omen. Received Grave Tender
Additional Info 1: 1 Evidence Displayed.

Base 1-2 remain
Den Of Iniquity 1-12 remain
Spider Nest 1-12 remain // Top card is Docks #5: Flanking Attack
Boat 1-12 remain
Hakon, Zova - Tavern 2-12 remain // Evidence Found
Varian, Zadim - Docks 6-12 remain // 11,12 known


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: At the end of your turn, you may examine the top card of your location, then put that card on top of a location.

When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat, you win.

Additional Rules:

Evidences displayed: 1

Wildcards

Besieged: After you move, suffer 1 Ranged Combat damage.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

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.

Zova: The Rabbit Prince:

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

Varian: The 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.

Zadim: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Hakon: The Demon's Lantern:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Chittersnap; Monstrous Spiders—Proxy A

Monstrous Spider—Proxy A:

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

Evidence—Proxy B:

Story Bane
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.

Danger:

Devargo Barvasi:

Story Bane
Traits:
Human
Rogue

To Defeat:
Combat 16OR
Charisma
Diplomacy 12

Before acting, a local character summons and encounters the story bane Knivesies.
On your Charisma or Diplomacy check to defeat, you may banish any number of boons; add 1d4 for each one banished.

Scenario Level (#): 2

Turn: 3, Hakon/Yewstance

Random Cards:

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

Spoiler:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

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

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

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

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

Spoiler:
War Drum
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.

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

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

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

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

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

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

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

Spoiler:
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

Spoiler:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

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

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

Hour Power: On your non-Attack combat check, add 1.

Current Hour:

Gorum's Iron:
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/skizzerz:
Spoiler:
Hourglass Card 1 Zova/skizzerz
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 2 Varian/NathanDavis:
Spoiler:
Hourglass Card 2 Varian/NathanDavis
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 3 Zadim/Maelwys:
Spoiler:
Hourglass Card 3 Zadim/Maelwys
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Hakon/Yewstance:
Spoiler:
Hourglass Card 4 Hakon/Yewstance
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 5 Zova/skizzerz:
Spoiler:
Hourglass Card 5 Zova/skizzerz
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Varian/NathanDavis:
Spoiler:
Hourglass Card 6 Varian/NathanDavis
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 7 Zadim/Maelwys:
Spoiler:
Hourglass Card 7 Zadim/Maelwys
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 8 Hakon/Yewstance:
Spoiler:
Hourglass Card 8 Hakon/Yewstance
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 9 Zova/skizzerz:
Spoiler:
Hourglass Card 9 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 10 Varian/NathanDavis:
Spoiler:
Hourglass Card 10 Varian/NathanDavis
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 11 Zadim/Maelwys:
Spoiler:
Hourglass Card 11 Zadim/Maelwys
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 12 Hakon/Yewstance:
Spoiler:
Hourglass Card 12 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 13 Zova/skizzerz:
Spoiler:
Hourglass Card 13 Zova/skizzerz
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.
Hourglass Card 14 Varian/NathanDavis:
Spoiler:
Hourglass Card 14 Varian/NathanDavis
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.
Hourglass Card 15 Zadim/Maelwys:
Spoiler:
Hourglass Card 15 Zadim/Maelwys
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 16 Hakon/Yewstance:
Spoiler:
Hourglass Card 16 Hakon/Yewstance
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 17 Zova/skizzerz:
Spoiler:
Hourglass Card 17 Zova/skizzerz
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.
Hourglass Card 18 Varian/NathanDavis:
Spoiler:
Hourglass Card 18 Varian/NathanDavis
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 19 Zadim/Maelwys:
Spoiler:
Hourglass Card 19 Zadim/Maelwys
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 20 Hakon/Yewstance:
Spoiler:
Hourglass Card 20 Hakon/Yewstance
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.
Hourglass Card 21 Zova/skizzerz:
Spoiler:
Hourglass Card 21 Zova/skizzerz
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 22 Varian/NathanDavis:
Spoiler:
Hourglass Card 22 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 23 Zadim/Maelwys:
Spoiler:
Hourglass Card 23 Zadim/Maelwys
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 24 Hakon/Yewstance:
Spoiler:
Hourglass Card 24 Hakon/Yewstance
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.
Hourglass Card 25 Zova/skizzerz:
Spoiler:
Hourglass Card 25 Zova/skizzerz
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 26 Varian/NathanDavis:
Spoiler:
Hourglass Card 26 Varian/NathanDavis
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
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.
Hourglass Card 27 Zadim/Maelwys:
Spoiler:
Hourglass Card 27 Zadim/Maelwys
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
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.

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 ?: 2
Located/Displayed Here: None

Base Card 1:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Base Card 2:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 4 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity Card 1:
Poison Gas
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Den Of Iniquity Card 2:
Bracers of Protection
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity Card 3:
Thieves' Tools
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Den Of Iniquity Card 4:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity Card 5:
Cold Iron Greatsword
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 6:
Priest of Asmodeus
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Den Of Iniquity Card 7:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Den Of Iniquity Card 8:
Guide
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Den Of Iniquity Card 9:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 10:
Hide Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Den Of Iniquity Card 11:
Mad Prophet
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
Den Of Iniquity Card 12:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Den Of Iniquity Card 13:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.

Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Spider Nest Card 1 (Flanking Attack):
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Spider Nest Card 2:
Scimitar
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Spider Nest Card 3:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 4:
Korvosan Dandy
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Spider Nest Card 5:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Spider Nest Card 6:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Spider Nest Card 7:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Spider Nest Card 8:
Heavy Shield
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Spider Nest Card 9:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Spider Nest Card 10:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Spider Nest Card 11:
Deadfall Scorpion
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Spider Nest Card 12:
Wolf Pack
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Spider Nest Card 13:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
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.

Location #3: 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: 3 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Boat Card 1:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Boat Card 2:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Boat Card 3:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Boat Card 4:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Boat Card 5:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Boat Card 6:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Boat Card 7:
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Boat Card 8:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Boat Card 9:
Spider
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Boat Card 10:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Boat Card 11:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Boat Card 12:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.

Location #4: 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: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Hakon/Yewstance, None
Tavern Card 1:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Tavern Card 2:
Fiery Glare
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Tavern Card 3:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Tavern Card 4:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Tavern Card 5:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Tavern Card 6:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

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

Tavern Card 7:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Tavern Card 8:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
WisdomSurvival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Tavern Card 9:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Tavern Card 10:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 11:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

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: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, None
Docks Card 1:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Docks Card 2:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Docks Card 3:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Docks Card 4:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
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.
Docks Card 5:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Docks Card 6 (Crow):
Crow
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Docks Card 7 (Chittersnap):
Chittersnap
CotCT
Story Bane 1
Type: Monster
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

OFF-TURN ACTIONS:
Hakon (after Recovery) discards Good Omen.
Hakon accepts Grave Tender; thanks!

Hakon shakes his head at the relayed news from the Grave Tender. He told the wizard that as long as they have access to the Korvosan Guard armory they should make use of it. There's even armors without the insignia of the guard, if preferred.

He sighs, unbuckling some of his own guardsman's armor to have delivered back to Varian. It might be uncomfortably large for Varian, but he can probably magic it into shape or something, and Hakon's still got his own leathers and mail for protection.

========================
Hakon starts his turn.
Hour Power: On your non-Attack combat check, add 1.

Hakon moves to the Docks.
Besieged: Hakon takes 1 Ranged Combat Damage, and discards Grave Tender.

Hakon narrowly avoids a crossbow bolt as he makes his way over to assist Varian at the Docks. Looking around, his assailant has already fled - presumably to reload - but their aggression makes him concerned for the safety of the Grave Tender he'd sent back with Varian's new armor.

Free exploration:

Docks Card 1: Evidence—Proxy B:

Story Bane
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.
Ugh, not a good start. I'm not really used to playing characters so bad at most noncombat checks.
Fortunately, Varian's got a killer support option.
Varian discards The Foreign Trader to bless and add +1d12.

Knowledge 12 (The Foreign Trader): 2d8 + 1 + 1d12 ⇒ (7, 4) + 1 + (7) = 19 -> Pass.
Defeated; Evidence Displayed!

Hakon meets up with Zadim, Radovan and Varian - noting that his armor got to the wizard safely - and joins them as they investigate the Docks. As they search, Hakon spies a lone Harrow card slip from somewhere amidst Varian's combination of robes and plate and fall between the planks of the pier. Hakon alerts Varian to it - who seems surprised at Hakon's suggestion that a card had fallen from the well-packed deck, pulling the rest of the deck out in an attempt to spot the missing card - as Hakon searches for a way to get to the muddy shoreline underneath the pier in search of it.

Hakon eventually just leaps down into the muck, wading through the silt and sand in search of the magically-charged card... but instead his hands come across a small lockbox caked in mud. Curious, he breaks the lid open with his arms and finds... letters?

Hakon, now-filthy, clambers back onto the pier with the lockbox in hand, Varian watching with some combination of sympathy and revulsion whilst Radovan seems to be holding back laughter when the wizard indicates to Hakon that he dropped no card at all. Hakon just grins and waves the letters he found in return.

"Well whatever you dropped; it led me to these interesting letters. Signed by one 'Darvayne Gios Amprei', discussing a deal with Devargo Barvasi. Our harrower friend is damn good at what she does, it seems."

That's two evidences down, two to go.

Hakon recharges Shining Wayfinder to move to the Boat.
Besieged: Hakon takes 1 Ranged Combat Damage, and discards Incitation.

Shining Wayfinder: Hakon examines...

Boat Card 1: Captive Horror (TRIGGER):

CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Ouch.
TRIGGER: Hakon encounters Captive Horror.
I don't think it's worth trying to defeat it with my skills, so Hakon autofails the check and Captive Horror is undefeated (and will be shuffled back into the location after examinations finish).
Captive Horror: Hakon summons and encounters...
Summon: Barghest:

CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Phew, honestly this monster is easier than the other drawn monsters anyway, despite being a higher level.
Combat: Hakon reveals Kusarigama to use Melee +1d6.
Combat/Melee 13 (Hour): 1d10 + 2 + 1d6 + 1 ⇒ (9) + 2 + (1) + 1 = 13 -> Pass.
Barghest Defeated: 1d4 ⇒ 4 -> No effect.
Defeated.

Shining Wayfinder: Resuming examinations...

Boat Card 2: Evidence—Proxy B (TRIGGER):

Story Bane
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.
Well I didn't expect Hakon to be encountering 2 Evidences in a turn; I've only explored once!
TRIGGER: Hakon encounters Evidence and adds +1d8 to his check to defeat.
Hakon discards The Demon's Lantern (Harrow) to bless.

Harrow: Hakon draws Bronzed Leather and gives Bronzed Leather to Varian.
Knowledge 12 (Blessed, Trigger): 3d8 + 1 ⇒ (2, 6, 3) + 1 = 12 -> PHEW. That was close; didn't need to use the Juggler on that. Pass.
Defeated; Evidence Displayed!

Shining Wayfinder examinations finish; Captive Horror is shuffled back into the Boat.

Passing the letters along to Radovan for safekeeping, and cleaning himself off as best as he's able, Hakon takes point in scouting out the perimeter of the Eel's End, once they identify it's position. He plans to use his authority as a guard to force his way onto the deck of the ship for further investigation, but before he has a chance to share his plans with his allies a snarling, vile goblin-like outsider breaks out of some nearby crate, lashing out violently at everyone in sight!

Recognizing the creature, Hakon positions himself in the way of the Barghest and uses his strange weaponry to deflect its attacks and ultimately put it down; watching as the lesser shapechanger shrivels and melts into an oddly half-formed corpse. Curious, Hakon inspects the crate it broke out from, noticing a familiar Chelaxian insignia branded onto the crate... could the Ambassador be dealing in monstrous creatures? For what end?

Hakon ends his turn.
Scenario: Hakon examines the top card of the Boat...

Card # (2 => 1): 1d11 + 1 ⇒ (6) + 1 = 7

Boat Card 7: Haunt (TRIGGER):

Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
TRIGGER: Hakon becomes Frightened.
Scenario: Hakon moves Haunt to the top of the Spider Nest.

Hakon resets his hand.

Hakon grunts, suddenly, stumbling back from the crate, his head spinning. His heart thumps in his throat. Something's wrong - he shouldn't be here... what's here? What's doing this? What is this curse!?

Hakon wrote:

Hand: Cure (Core), Kusarigama, Fencer, Quartermaster,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Hero Points: 0 // Hakon has the following scourges marked:
Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

When your location is closed, you may remove this scourge.


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
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: N/A
Other: Okay, technically that wasn't 5 encounters, it was 4 (I initially thought the Haunt forced an encounter as well), but still a bizarre ""one exploration"" turn.

But two more Evidences down; only 1 to go!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Wadjet, Merchant (Core), Glorious Warhammer, Explorer's Pith Helmet, Blessing of the Quartermaster, Sacred Candle (2), Sacred Candle, Divine Insight (Core)
Recharged: Shining Wayfinder,
Discard Pile: Good Omen (Core), Grave Tender, Incitation, The Demon's Lantern (Harrow),
Buried Pile:

Skills and Powers:
SKILLS
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.


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: At the end of your turn, you may examine the top card of your location, then put that card on top of a location.

When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat, you win.

Additional Rules:

Evidences displayed: 3

Wildcards

Besieged: After you move, suffer 1 Ranged Combat damage.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

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.

Zova: The Rabbit Prince:

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

Varian: The 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.

Zadim: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Hakon: The Demon's Lantern:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Chittersnap; Monstrous Spiders—Proxy A

Monstrous Spider—Proxy A:

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

Evidence—Proxy B:

Story Bane
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.

Danger:

Devargo Barvasi:

Story Bane
Traits:
Human
Rogue

To Defeat:
Combat 16OR
Charisma
Diplomacy 12

Before acting, a local character summons and encounters the story bane Knivesies.
On your Charisma or Diplomacy check to defeat, you may banish any number of boons; add 1d4 for each one banished.

Scenario Level (#): 2

Turn: 4, Zova/skizzerz

Random Cards:

Monsters
Spoiler:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

Spoiler:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.

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

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

Spoiler:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

Spoiler:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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

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

Spoiler:
Holy Water
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.


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

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

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

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

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

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

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

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

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

Spoiler:
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

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

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

Current Hour:

The Courtesan:
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 6 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 7 Hakon/Yewstance:
Spoiler:
Hourglass Card 7 Hakon/Yewstance
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 8 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 Zova/skizzerz
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.
Hourglass Card 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
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.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 15 Hakon/Yewstance:
Spoiler:
Hourglass Card 15 Hakon/Yewstance
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 Zova/skizzerz
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.
Hourglass Card 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 18 Zadim/Maelwys:
Spoiler:
Hourglass Card 18 Zadim/Maelwys
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 19 Hakon/Yewstance:
Spoiler:
Hourglass Card 19 Hakon/Yewstance
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.
Hourglass Card 20 Zova/skizzerz:
Spoiler:
Hourglass Card 20 Zova/skizzerz
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 21 Varian/NathanDavis:
Spoiler:
Hourglass Card 21 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 22 Zadim/Maelwys:
Spoiler:
Hourglass Card 22 Zadim/Maelwys
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 23 Hakon/Yewstance:
Spoiler:
Hourglass Card 23 Hakon/Yewstance
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.
Hourglass Card 24 Zova/skizzerz:
Spoiler:
Hourglass Card 24 Zova/skizzerz
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 25 Varian/NathanDavis:
Spoiler:
Hourglass Card 25 Varian/NathanDavis
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
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.
Hourglass Card 26 Zadim/Maelwys:
Spoiler:
Hourglass Card 26 Zadim/Maelwys
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
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.

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 ?: 2
Located/Displayed Here: None

Base Card 1:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Base Card 2:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 4 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity Card 1:
Poison Gas
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Den Of Iniquity Card 2:
Bracers of Protection
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Den Of Iniquity Card 3:
Thieves' Tools
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Den Of Iniquity Card 4:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity Card 5:
Cold Iron Greatsword
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 6:
Priest of Asmodeus
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Den Of Iniquity Card 7:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Den Of Iniquity Card 8:
Guide
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Den Of Iniquity Card 9:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 10:
Hide Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Den Of Iniquity Card 11:
Mad Prophet
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
Den Of Iniquity Card 12:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Den Of Iniquity Card 13:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.

Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Spider Nest Card 1 (Haunt):
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Spider Nest Card 2 (Flanking Attack):
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Spider Nest Card 3:
Scimitar
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Spider Nest Card 4:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 5:
Korvosan Dandy
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Spider Nest Card 6:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Spider Nest Card 7:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Spider Nest Card 8:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Spider Nest Card 9:
Heavy Shield
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Spider Nest Card 10:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Spider Nest Card 11:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Spider Nest Card 12:
Deadfall Scorpion
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Spider Nest Card 13:
Wolf Pack
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Spider Nest Card 14:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
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.

Location #3: 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: Hakon/Yewstance, None
Boat Card 1:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Boat Card 2:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Boat Card 3:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Boat Card 4:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Boat Card 5:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Boat Card 6:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Boat Card 7:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Boat Card 8:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Boat Card 9:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Boat Card 10:
Spider
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

Location #4: 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: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, None
Tavern Card 1:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Tavern Card 2:
Fiery Glare
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Tavern Card 3:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Tavern Card 4:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Tavern Card 5:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Tavern Card 6:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

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

Tavern Card 7:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Tavern Card 8:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
WisdomSurvival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Tavern Card 9:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Tavern Card 10:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 11:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

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: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, None
Docks Card 1:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Docks Card 2:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Docks Card 3:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
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.
Docks Card 4:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Docks Card 5 (Crow):
Crow
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Docks Card 6 (Chittersnap):
Chittersnap
CotCT
Story Bane 1
Type: Monster
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.


Deck Handler // Tier 3.1 // 2 Hero Points // Looking for: Armor 3, Ally 3 (x2), Weapon 3

Hour of The Courtesean. Move to Den of Iniquity (Hostile: recharge Erutaki Cloak to reduce damage by 1) and explore.

Den of Iniquity 1: Poison Gas. Hour: banish Poison Gas and summon and encounter Random Barrier #2: Haughty Nobles. Discard The Rabbit Prince for my character power to evade. Discard Bat to explore.

Den of Iniquity 2: Bracers of Protection. Zadim recharges Blessing of the Quartermaster to bless. Intelligence 5: 2d6 ⇒ (2, 5) = 7 Acquired.

Banish Balmberry to recovery to heal The Foreign Trader. At end of turn, examine Den of Iniquity 3: Thieves' Tools. Move it to Spider Nest.

Recover Balmberry: Survival 8: 1d8 + 3 ⇒ (2) + 3 = 5 Paizo reroll. Survival 8: 1d8 + 3 ⇒ (3) + 3 = 6 Balmberry banished. Choose hand size of 7 as I reset.

With the local tavern well in hand, and Hakon's dealings on the docks and nearby boats, Zova figures she can best help by heading over to a drug den. Upon arrival, it appears that some haughty nobles Zova has previously encountered have managed to get themselves rather high. Since they would almost certainly recognize her, she does her best to blend in with the other clientele and avoid them. A group was playing cards on another table and Zova was able to join them. Radovan taught her the game in some of their off time, and Zova was a quick learner. She didn't understand many of the advanced strategies, but against impaired opponents it didn't take long for her to win some magical bracers.

Not wanting to reverse her winnings now that the others were more familiar with how she played, she quickly made an excuse that she needed to use the restroom and departed the table, heading towards the back of the den.

Zova wrote:

Hand: Blessing of the Green Faith 1, Hatchet, Cloud Puff, Aspect of the Frog, Raven, Aspect of the Hawk, Bracers of Protection,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Current Location: Den of Iniquity
Hero Points: 0
NOTES:
Available Support: Blessings available, if any. Cloud Puff available.
Movement: Move with party unless stated otherwise in post
Other: 1B: Playmat available, reroll used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Mighty Fists, Dog, Porcupine, Blessing of Gozreh, Shock Lizard, Blessing of the Green Faith 2, Stone Weasel, The Foreign Trader, Erutaki Coat
Recharged:
Discard Pile: The Rabbit Prince, Bat,
Buried Pile:

Skills and Powers:
SKILLS
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

Notes for Zadim: Blessing of the Quartermaster used
Notes for Varian: The Foreign Trader discarded, Bronzed Leather given
Additional Info 1: 3 Evidences Displayed.

Base 1-2 remain
Zova - Den Of Iniquity 4-13 remain
Spider Nest Den3,1-14 remain // Den3=Thieves' Tools, 1=Haunt, 2=Flanking Attack
Hakon - Boat 1-10 remain // Evidence Found
Tavern 1-11 remain // Evidence Found
Varian, Zadim - Docks 1-6 remain // 5=Crow, 6=Chittersnap, Evidence Found


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Hour of the Hidden Truth

Zadim examines Dock 1, by recharging a card:
Docks Card 1: Thunderstorm
Zadim will heal 1d4-1 cards


Move to Base
Draw Full Plate to reduce damage dealt by the move.


Display Full Plate.
Draw and Keep Cressida Kroft
Heal The Midwife


Banish Zallara's Harrow Deck to Examine Den of Iniquity
Den Of Iniquity Card 4: Henchman Proxy B1 Trigger Evidence
Den Of Iniquity Card 5: Cold Iron Greatsword
Den Of Iniquity Card 6: Priest of Asmodeus


Encounter Evidence
From Examine. Urban: Recharge Lightning Touch.

Knowledge 10+2: 1d12 + 3 + 1d8 + 1d4 ⇒ (10) + 3 + (7) + (4) = 24
Evidence Displayed

Hidden Truth Examine Heal: 1d4 - 1 ⇒ (3) - 1 = 2
Heal The Crows and The Foreign Trader

Varian ends his turn.

Varian attempts to recover all cards in his Recovery pile. Hour is Harrow. Urban: Recharge Bronzed Leather
Zellara's Harrow Deck:Perception 12: 1d6 + 1 + 1d4 + 1d4 ⇒ (3) + 1 + (4) + (3) = 11 -> Zellara's Harrow Deck discarded.

Varian resets his hand.

On Zadim's turn, bury Cressida Kroft to draw a weapon: Elven Curve Blade

Zadim senses a storm coming and warns Varian. Taking the warning to heart, and quite fed up with pot shots from the moored ships, Varian falls back to Vencarlo's fencing studio.

Marshal Kroft convinces Vencarlo to loan Varian some fine Elven steel. While there, Zellara's words about trying to operate in enemy territory flow through his mind.

Radovan, I've been approaching this all wrong. Why subject ourselves to harassment and pain at Eel's End? We need to work smarter. I believe the students in this place may have pieces of the evidence we need. They just don't know it yet!

With that, the pair question the fencers, offering tips on form along the way. In addition to connecting the dots from Devargo Barvasi and Ambassador Amprai. There's also a curious matter of a Priest of Asmodeus cheating one of the students out of his cold iron blade, and it is rumored that the priest takes part in many of the substances provided in the Dragon's Breath Corridor.

Varian wrote:

Hand: Elven Curve Blade, Lightning Touch, Life Drain, Sleep, Chain Mail, Codex, Cult Acolyte, The Crows,

Displayed: Radovan (Core), Full Plate,
Deck: 8 Discard: 1 Buried: 1
Current Location: Base
Hero Points: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sage's Journal, The Midwife, Blessing of the Archdevils, Card Caster, False Life, Magic Eye, The Foreign Trader
Recharged: Bronzed Leather,
Discard Pile: Zellara's Harrow Deck,
Buried Pile: Cressida Kroft,

Skills and Powers:
SKILLS
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.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

Status Link
Most Recent BR Refresh

Notes for Zadim: Blessing of the Quartermaster used. One card recharged to examine Docks 1. Heal 1d4-1
Random Card(s) Used: Elven Curve Blade
Additional Info 1: 4 Evidences Displayed.

Varian - Base 2 remain
Zova - Den Of Iniquity 5-13 remain // 5=Cold Iron Greatsword, 6=Priest of Asmodeus, Evidence Found
Spider Nest Den3,1-14 remain // Den3=Thieves' Tools, 1=Haunt, 2=Flanking Attack
Hakon - Boat 1-10 remain // Evidence Found
Tavern 1-11 remain // Evidence Found
Zadim - Docks 1-6 remain // 1=Thunderstorm, 5=Crow, 6=Chittersnap, Evidence Found


Zova's Turn - Recharge Blessing of the Quartermaster.
Varian's Turn - Recharge Shuriken +1 to examine Docks #1 (Thunderstorm).
Hour of Hidden Truth - Heal: 1d4 - 1 ⇒ (4) - 1 = 3 - Zadim has all cards in his discard pile healed: (Bronzed Leather, Spider (Core), Blessing of Wadjet). Deck shuffled.

Turn 6, under a Prayer
Move to the Den of Iniquity
Beseiged - Discard Rapier for combat damage.

Hearing that all the evidence that they need has been found, Zadim happily makes his way back towards the Dragon's Breath Corridor for a smoke to relax.

Free Exploration - Den of Iniquity #5: Cold Iron Greatsword
Zova recharges Blessing of Green Faith to bless. Reveal Codex for +1 to acquire.
Check to Acquire - Strength 11: 2d8 + 1 ⇒ (7, 7) + 1 = 15 - Acquired.

As he enters, he finds that somebody has left a very nice sword just sitting by the front door. Unwilling to let that go to waste, he picks it up and straps it to his back... a bit bulky compared to what he normally carries, but ... well, it is a very nice sword. Worth the trouble, I'm sure.

End of turn, examine the Priest of Asmodeus and put him back on top of the Den for Hakon. Draw 2 to reset my hand.

As he peeks into one of the lounge rooms, he spots a Priest quietly enjoying himself. The priest suddenly looks embarrased at having been recognized, and looks ready to bolt. But Zadim tells him to sit back down, "my friend will be along soon, I'm sure he'd love to talk ... nice words ... and stuff, with you. Whatever, just sit down." The priest glances a couple times at the oversized sword sticking up over Zadim's shoulder, and decides he'd best sit and wait...

Zadim wrote:

Hand: Cold Iron Greatsword, Codex (Core), Blessing of the Quartermaster, Blessing of the Quartermaster (2), The Juggler (Harrow),

Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Non-Combat: Recharge Quartermaster to bless.
Any: Freely discard Juggler to reroll 1 die. (when I play Juggler I'll hand Codex to Varian, and draw a card)
Local Combat: Recharge Cold Iron Greatsword to add 1d8+3
Movement: Keep me with the group
Other: 1B Shirt Reroll Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Wadjet, Spider Venom, Shuriken +1, Dawnflower's Petal, Daggermark Poisoner, Blowgun, Spider (Core), Gem of Physical Prowess, Bronzed Leather, Blue Star, Studded Leather Armor, Scorpion Whip
Recharged:
Discard Pile: Rapier (Core),
Buried Pile:

Skills and Powers:
SKILLS
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: Blessing of the Green Faith recharged
Random Card(s) Used: Elven Curve Blade
Additional Info 1: 4 Evidences Displayed.

Varian - Base 2 remain
Zova, Zadim - Den Of Iniquity 6-13 remain // 6=Priest of Asmodeus, Evidence Found
Spider Nest Den3,1-14 remain // Den3=Thieves' Tools, 1=Haunt, 2=Flanking Attack
Hakon - Boat 1-10 remain // Evidence Found
Tavern 1-11 remain // Evidence Found
Docks 1-6 remain // 1=Thunderstorm, 5=Crow, 6=Chittersnap, Evidence Found


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

Hakon starts his turn.
Hour Power: No effect.

Start of Turn: Hakon discards Fencer (Ally) to draw Grave Tender from his discards with his character power.

Hakon moves to the Den Of Iniquity.
Besieged: Hakon discards Cure. Everyone else is healthy, and the scenario won't go on long enough to matter.

Free exploration:

Den Of Iniquity Card 6: Priest of Asmodeus:

CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 9
OR Arcane
Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Hakon recharges Quartermaster to add 1d4.
Request that Zadim recharges Blessing of the Quartermaster to bless.

Diplomacy 9 (Quartermaster, Blessed): 2d8 + 1 + 1d4 ⇒ (5, 2) + 1 + (3) = 11 -> Pass.
Acquired.

Hakon is, of course, forewarned by Zadim of the suspicious 'priest' in the den... but is pleasantly surprised to see that its his acquaintance from the marketplace; back when they raided All The World's Meat. Hakon is all too happy to buy his newest friend in the city an ale - after confirming that it doesn't violate any of Asmodeus' tenets.

The affable priest doesn't seem have much in the way of information relevant to the case at hand... but thanks to the circles he moves in, he has heard that there was a call a few weeks back for some rather particular Chelaxian craftsman to do some work for a mysterious individual around the area. He quietly suggests that they may be both impressive stonemasons... as well as clandestine trapsmiths. By chance, he'd spotted a strange door in a nearby back-alley that he suggests may be their handiwork, and offers Hakon his assistance in investigating it further.

The priest's curiosity seems genuine, though Hakon is not ignorant of Asmodean's predilections for meddling with, and finding means to exploit, each other's plans. Whatever his motivation; Hakon accepts the assistance, and follows the priest to this 'door' after calling Varian, Radovan, Zadim and Zova for backup.

Hakon discards Grave Tender to explore again.

Den Of Iniquity Card 7: Guardian Door:

Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Again, request that Zadim recharge Blessing of the Quartermaster (2) to bless.
Diplomacy 8 (Blessed): 2d8 + 1 ⇒ (5, 2) + 1 = 8 -> Pass.
Defeated.

Sure enough, the door is magicked, and Varian states that Zellara's Harrow Deck seems to pull in its direction - a sign that they're on the right path to... wherever they need to go. Hakon leaves Zadim to handle the traps, before using his own strength to force open the enormous stonework doors.

Hakon ends his turn.
Hakon resets his hand.

"

Hakon wrote:

Hand: Blessing of Wadjet, Priest of Asmodeus, Divine Insight (Core), Kusarigama,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Hero Points: 0 // Hakon has the following scourges marked:
Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

When your location is closed, you may remove this scourge.


NOTES:
Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire
Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
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.
Bury a card (Priest of Asmodeus) - Reroll all dice on a local check.
Movement: N/A
Other: We're close to the end; use all of my support as needed - I have plenty to offer!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster, Sacred Candle, Sacred Candle (2), Merchant (Core), Explorer's Pith Helmet, Glorious Warhammer
Recharged: Shining Wayfinder, Quartermaster,
Discard Pile: Good Omen (Core), Fencer, Incitation, The Demon's Lantern (Harrow), Cure (Core), Grave Tender,
Buried Pile:

Skills and Powers:
SKILLS
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.

"

Status Link
Most Recent BR Refresh

Notes for Zova: Blessing of the Green Faith recharged
Notes for Zadim: Both Blessings of the Quartermaster recharged
Random Card(s) Used: Elven Curve Blade
Additional Info 1: 4 Evidences Displayed.

Varian - Base 2 remain
Zova, Zadim - Den Of Iniquity 8-13 remain // Evidence Found
Spider Nest Den3,1-14 remain // Den3=Thieves' Tools, 1=Haunt, 2=Flanking Attack
Hakon - Boat 1-10 remain // Evidence Found
Tavern 1-11 remain // Evidence Found
Docks 1-6 remain // 1=Thunderstorm, 5=Crow, 6=Chittersnap, Evidence Found


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: At the end of your turn, you may examine the top card of your location, then put that card on top of a location.

When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat, you win.

Additional Rules:

Evidences displayed: 4

Wildcards

Besieged: After you move, suffer 1 Ranged Combat damage.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

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.

Zova: The Rabbit Prince:

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

Varian: The 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.

Zadim: The Juggler:

CotCT Blessing 1
Traits: Harrow Suit: Keys Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die. Discard to explore.

Hakon: The Demon's Lantern:

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

Story Banes
Villain: None
Henchmen (Non-Closing): Chittersnap; Monstrous Spiders—Proxy A

Monstrous Spider—Proxy A:

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

Evidence—Proxy B:

Story Bane
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.

Danger:

Devargo Barvasi:

Story Bane
Traits:
Human
Rogue

To Defeat:
Combat 16OR
Charisma
Diplomacy 12

Before acting, a local character summons and encounters the story bane Knivesies.
On your Charisma or Diplomacy check to defeat, you may banish any number of boons; add 1d4 for each one banished.

Scenario Level (#): 2

Turn: 8, Zova/skizzerz

Random Cards:

Monsters
Spoiler:
Zombie
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.

Spoiler:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.

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

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

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

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

Spoiler:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

Spoiler:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

Spoiler:
Imprisonment
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

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

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

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

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

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

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

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

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

Spoiler:
False Life
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.


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

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


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

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

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

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

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

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

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

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

Spoiler:
Holy Water
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.


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

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

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

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

Spoiler:
Korvosan Guard
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.

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

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

Blessings
Spoiler:
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.

Spoiler:
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.

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

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

Spoiler:
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

Hour Power: No effect.

Current Hour:

Prayer:
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.

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 6 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 7 Hakon/Yewstance:
Spoiler:
Hourglass Card 7 Hakon/Yewstance
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 8 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
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.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
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.
Hourglass Card 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 Zova/skizzerz
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.
Hourglass Card 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Hakon/Yewstance:
Spoiler:
Hourglass Card 15 Hakon/Yewstance
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.
Hourglass Card 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 Zova/skizzerz
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 18 Zadim/Maelwys:
Spoiler:
Hourglass Card 18 Zadim/Maelwys
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 19 Hakon/Yewstance:
Spoiler:
Hourglass Card 19 Hakon/Yewstance
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.
Hourglass Card 20 Zova/skizzerz:
Spoiler:
Hourglass Card 20 Zova/skizzerz
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 21 Varian/NathanDavis:
Spoiler:
Hourglass Card 21 Varian/NathanDavis
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
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.
Hourglass Card 22 Zadim/Maelwys:
Spoiler:
Hourglass Card 22 Zadim/Maelwys
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
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.

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: Varian/NathanDavis, None

Base Card 1:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Zadim/Maelwys, Hakon/Yewstance, None
Den Of Iniquity Card 1:
Guide
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Den Of Iniquity Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 3:
Hide Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Den Of Iniquity Card 4:
Mad Prophet
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
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.
Den Of Iniquity Card 5:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Den Of Iniquity Card 6:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.

Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Spider Nest Card 1:
Thieves' Tools
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Spider Nest Card 2 (Haunt):
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Spider Nest Card 3 (Flanking Attack):
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Spider Nest Card 4:
Scimitar
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Spider Nest Card 5:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 6:
Korvosan Dandy
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Spider Nest Card 7:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Spider Nest Card 8:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Spider Nest Card 9:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Spider Nest Card 10:
Heavy Shield
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Spider Nest Card 11:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Spider Nest Card 12:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Spider Nest Card 13:
Deadfall Scorpion
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Spider Nest Card 14:
Wolf Pack
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Spider Nest Card 15:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
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.

Location #3: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Boat Card 1:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Boat Card 2:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Boat Card 3:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Boat Card 4:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Boat Card 5:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Boat Card 6:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Boat Card 7:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Boat Card 8:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Boat Card 9:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Boat Card 10:
Spider
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

Location #4: 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: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Tavern Card 1:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Tavern Card 2:
Fiery Glare
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Tavern Card 3:
Acadamae Student
CotCT
Ally 0
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 3
OR Charisma
Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.
Tavern Card 4:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Tavern Card 5:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Tavern Card 6:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

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

Tavern Card 7:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Tavern Card 8:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
WisdomSurvival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Tavern Card 9:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Tavern Card 10:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tavern Card 11:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

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: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Docks Card 1:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Docks Card 2:
Dire Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Docks Card 3:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
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.
Docks Card 4:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Docks Card 5 (Crow):
Crow
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Docks Card 6 (Chittersnap):
Chittersnap
CotCT
Story Bane 1
Type: Monster
Traits:
Aberration
To Defeat:
Combat 12
Before acting, a random local character summons and encounters a barrier.
After acting, suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Note that in chat, Hakon examined Den Of Iniquity Card 1: Guide and put in on top of Spider Nest


Deck Handler // Tier 3.1 // 2 Hero Points // Looking for: Armor 3, Ally 3 (x2), Weapon 3

Hour of Prayer. Stay at the Den and explore; we have 4 Evidences displayed so we only need to close one location (and defeat the danger) to win.

Den 1 is still Guide; this should've been moved to Spider Nest per Yewstance's comment on Hangouts per scenario end of turn power. Exploring Den 2 instead.

Den 2: Monstrous Spider. BA Strength 3+2=5: 1d6 ⇒ 4 Failed, Zova is now Entangled. Which is not an issue whatsoever since I wasn't planning on moving anyway; only means I can't evade stuff now. For combat, display and use Aspect of the Hawk, additionally discarding Bracers of Protection. Freely recharge Hatchet for another 1d6. Combat 10+4=14: 1d8 + 2d6 + 4 + 1d6 ⇒ (8) + (1, 4) + 4 + (5) = 22 Defeated. Discard Raven to explore.

Den 3: Hide Armor. Automatically acquire with 1d8+3 Survival. Display it then end turn.

End of turn: First examine next card of Den: Mad Prophet. Move it to Spider Nest. Then recharge Aspect of the Hawk (automatically recharges per character power). Finally, reset with a Hand Size of 7, revealing Cloud Puff so it doesn't count towards my hand size.

Zova finds what appears to be a secret door in the back halls of the den. Pushing it open, the interior is quite dark and filled with webbing. Zova takes some precautious steps inside, but is soon assaulted by a dream spider. It catches her in some webbing, and Zova sends her raven out to find the others for assistance.

Despite being entangled, Zova's claws are still fierce. She hacks at the web enough with her hatchet to get a bit more mobility, and rends the spider's soft underbelly with her claws. It falls down, lifeless, as Zova takes stock of her situation.

Her eyes have adjusted to what little light filters into this area through cracks in the ship's hull, and she spots some armor around a nearby skeleton; likely a former victim sent here to feed the spiders. Still, the armor may be usable enough for now, and would help serve as a good memento for this unfortunate person's family assuming they can be found. There appears to be some sort of insignia on the armor which can aid in a search for them.

Zova works herself free of the webs, but sticks around so her raven can find her and bring the others into this back section of the floating drug den. They would probably be interested in what they see. If Zova is not mistaken, these dream spiders are used for the production of a potent drug called Shiver. Clearing the area and depriving Devargo of his means of drug production would significantly reduce his chokehold on the area, at least for a time.

Zova wrote:

Hand: Blessing of the Green Faith 2, Blessing of Gozreh, Cloud Puff, Aspect of the Frog, Stone Weasel, Erutaki Coat, Porcupine, Amulet of Mighty Fists,

Displayed: Hide Armor,
Deck: 6 Discard: 4 Buried: 0
Current Location: Den of Iniquity
Hero Points: 0 // Zova has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.


NOTES:
Available Support: Blessings available, if any.
Cloud Puff: banish to recovery to ignore a bane's BA/AA.
Porcupine: recharge to add 1d8 to local check against Animal monster.
Movement: Move with party unless stated otherwise in post
Other: 1B: Playmat available, reroll used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shock Lizard, Dog, The Foreign Trader
Recharged: Blessing of the Green Faith 1, Hatchet, Aspect of the Hawk,
Discard Pile: Bracers of Protection, The Rabbit Prince, Bat, Raven,
Buried Pile:

Skills and Powers:
SKILLS
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

Notes for Zadim: Both Blessings of the Quartermaster recharged
Additional Info 1: 4 Evidences Displayed.

Varian - Base 1 remain
Zova, Zadim, Hakon - Den Of Iniquity 5-6 remain // Evidence Found
Spider Nest Den4, Den1, 1-15 remain // Den4=Mad Prophet, Den1=Guide, 1=Thieves' Tools, 2=Haunt, 3=Flanking Attack
Boat 1-10 remain // Evidence Found
Tavern 1-11 remain // Evidence Found
Docks 1-6 remain // 1=Thunderstorm, 5=Crow, 6=Chittersnap, Evidence Found


Deck Handler // Searching for: Spell 3 > Item 3 > Blessing 3

Hour of The Trumpet
When this is the hour: Ignore cards' before acting powers.

Move to Den Of Iniquity. Besieged: 1 Combat Damage. Draw Full Plate to reduce to 0
Display Full Plate

Free Explore and encounter Snake Oil Seller
Hakon encounters instead.
Hakon banishes Divine Insight. Urban: Varian recharges Chain Mail

Intelligence 6: 1d6 + 2d6 + 1d4 ⇒ (3) + (5, 4) + (3) = 15 Banishes

Discard The Crows to explore and encounter Spider Swarm. Bury Crows from Bane. Harrow: Draw False Life.
Banish Lightning Touch to Recovery. Urban: Recharge False Life. Hakon buries Kusarigama

Combat 10: 1d12 + 3 + 2d4 + 1d4 + 1d8 + 1 ⇒ (5) + 3 + (1, 1) + (4) + (6) + 1 = 21 Banished

Close Den of Iniquity: Randomly bury from hand: Cult Acolyte

Summon Devargo Barvasi
BA Ignored thanks to Hour of The Trumpet
Banish Life Drain to Recovery. Urban: Recharge Codex. Hakon buries Priest of Asmodeus. Recharge Zova's Blessing of the Green Faith. Recharge Zadim's Cold Iron Greatsword

Combat 16: 1d12 + 3 + 2d4 + 1d4 + 1d8 + 1 + 1d12 + 1d8 + 3 ⇒ (1) + 3 + (4, 1) + (3) + (2) + 1 + (5) + (6) + 3 = 29

Win!
At last Varian returns to find his companions looking less conspicuous in the Dragon's Breath Corridor than he thought.

However worldly a fellow Hakon appeared to be, he did seem to be engaged in an apparently frustrating conversation with a short skinny man wheeling a large hookah on a cart. The man is on the verge of shrieking. Radovan casually wanders by and whispers to Hakon. Just give 'im five gold and he'll be on his way. And no, he's not a gnome. Frustrated and slightly embarrassed, Hakon reluctantly fishes out the required coins.

Hakon, Radovan, and Varian at last joint Zova and Zadim through the secret doorway to see what Zova has discovered. Once they are collected, the door slams behind them and a swarm of spiders spills in through the walls. Thinking quickly, Varian notices metallic reinforcements built into the walls. Get into the center of the room! Varian shouts as electricity arcs off of his fingers. Hakon sees exactly what Varian is about to do, attaches on end of the Kusarigama to the reinforcements and throws the chain into part of the swarm advancing on the party. Varian touches the wall and lightning surrounds the room and travels down the Kusarigama creating a small electrical explosion. All but very few spiders fall to the floor crisp and smoking.

Devargo Barvasi bursts in "trumpeting" his own might and power. All pretense of games, diplomatic, knivesies, or otherwise swept aside. Seeing what Varian did to his pets, he leaps at Varian, long spikes protruding from his dark gauntlets. Varian attempts to drain the man's life force, but to little effect. Hakon pulls away just as a spike was about to slam through his skull. Devargo swings around to see Zova, fists raised to brawl flanked by Porcupine and Stone Weasel. And just before, Devargo can assess the new threat he faces, a greatsword flashes from the shadows, removing his head mid-assessment. With that the "Shadow of Sarenrae" emerges with a grin.

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