[PACS] Legendary Curse of the Crimson Throne by Mhuirich

Game Master Mhuirich

Campaign reference


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Turn 16, under the Harrow of The Winged Serpent
Your Ranged check is blessed.
Move to Abandoned Shacks

Feeling greatly refreshed from his stop in the base, Zadim rushes off to the Abandoned Shacks to join Hakon in the hunt.

Free Exploration - Abandoned Shacks #1: Vampire
Reveal Shuriken +1 for combat (recharge Daggermark Poisoner). Blessed by the hour. Zova discards Urgathoa's Gluttony (recharging Caltrops) to bless twice.
Check to Defeat - Combat 10+## = 16/21: 4d8 + 3 + 1d4 + 1 ⇒ (6, 7, 4, 6) + 3 + (3) + 1 = 30 - Success
Recharge Gem of Physical Prowess (recharge Blue Star) to use Constitution instead of Divine. Varian discards The Brass Dwarf (recharging The Joke) to bless twice. Harrow Suit +1d4.
Check to Defeat - Divine/Constitution 7+# = 10: 3d8 + 1d4 ⇒ (3, 6, 5) + (3) = 17 - Defeated.

Very quickly, Hakon points him towards the shack that he's cornered a Vampire in. Zadim sneaks up to the door, and feeling like it's a good time to keep his distance, he breaks out his shuriken. Cursing that all of his poisonous accoutrements won't be of any use here, he takes his time to aim a careful shot from the shadows outside, striking the vampire. Hakon then runs in, holding a powerful magical gem in front of him and channeling his very life energy through the gemstone, where it is reflected towards to the vampire like a ray of pure sunlight. Sure enough, the vampire dissipates into a puff of smoke.

Unfortunately, before Zadim and Hakon can celebrate the victory, a door opens and a zombie comes shambling out towards them.

Danger to Close: Blood Veil/Zombie Minion: 1d2 ⇒ 2 - Zombie Minion
Reveal Shuriken +1 for combat. Blessed by the hour.
Check to Defeat - Combat 9/14: 2d8 + 3 + 1d4 + 1 ⇒ (8, 4) + 3 + (4) + 1 = 20 - Success
Reveal Shuriken +1 for combat. Blessed by the hour. Discard The Joke to bless.
Check to Defeat - Combat 11+# = 14/19: 3d8 + 3 + 1d4 + 1 ⇒ (5, 5, 4) + 3 + (2) + 1 = 20

Zadim retrieves his shuriken from the pile of vampire dust, and hurls it at the zombie. Hitting it accurately, he strikes down the creature with the same ease that he defeated its master. The shack is quiet once more...

While closing, Villain is spotted. Location remains open with Villain present

... until Zadim hears a distant cackle from another nearby shack... his work here is not yet done.

Draw 4 to reset my hand and end my turn.

Zadim wrote:

Hand: Shuriken +1, Rapier (Core), Dawnflower's Petal, Armor of Insults, Spider Venom, Blessing of Wadjet,

Displayed: Studded Leather Armor, Grounded Studded Leather,
Deck: 7 Discard: 6 Buried: 1
Hero Points: 2
NOTES:
Available Support: Local Combat: Recharge Dawnflower's Blessing or Shuriken +1 to add 1d8+3
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire

Movement: Keep me with the group
Other: 2B Shirt Reroll Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scorpion Whip, Elixer of Love, Blessing of Abadar, Blowgun
Recharged: Daggermark Poisoner, Gem of Physical Prowess, Blue Star,
Discard Pile: The Peacock, The Locksmith, The Waxworks (Harrow), Spider (Core), Snake, The Joke,
Buried Pile: Acid Flask,

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.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.

Status Link
Most Recent BR Refresh

Notes for Zova: Given The Dance. Discard Urgathoa's Gluttony and recharge Caltrops.
Notes for Varian: Discard The Brass Dwarf (triggers Harrow Suit benefit, but your ally isn't yet in discard), recharge The Joke.

Varian - Graveyard

Hakon, Zadim - Abandoned Shacks 5 remain // 5 = Villain
Zova - Den of Iniquity


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

Discard Brass Dwarf. Recharge The Joke.

Varian attempts to recover all cards in his Recovery pile.
Bound Imp : Arcane 8: 1d12 + 3 ⇒ (1) + 3 = 4 -> Bound Imp discarded.

Varian wrote:

Hand: Shadow Barbs, Life Drain, Shield Cloak, Sage's Journal, Codex, Grave Tender,

Displayed: Radovan (Core),
Deck: 3 Discard: 11 Buried: 0
Current Location: Graveyard
Hero Points: 2
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+3)

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+3)
Movement: Den Of Iniquity
Other: Urban Local: Add 1d4 to any check in this order: Shield Cloak, The Grave Tender, Codex, Sage's Journal, Zellara's Harrow Deck

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Cult Acolyte, Enervation, The Joke,
Discard Pile: Magic Eye, Lightning Touch (aq), Blessing of the Archdevils, The Midwife, Heat Metal, The Foreign Trader, Soothing Word, Zellara's Harrow Deck, Lightning Touch, The Brass Dwarf, Bound Imp ,
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.


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 Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

During This Scenario: When you defeat a Plague Zombie from a location, roll 1d8. If the result exceeds the number of cards remaining in your location, you may immediately attempt to close it.

When you close your location, before banishing its cards, search it and shuffle all of its story banes and proxies into a random location.

Additional Rules:
Wildcards

Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Deadly: When you suffer damage, it is increased by 1.

Harrows

The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

Zova: The Survivor:

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

Varian: 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.

Zadim: 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.

Hakon: 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.

Story Banes

Danger: Blood Veil, Zombie Minion
Villain: Jolistina Susperio
Henchmen (Closing): Vampire
Henchmen (Non-closing): Plague Zombies—Proxy A, Proxy B

Scenario Level (#): 3

Turn: 17, Hakon/Yewstance

Random Cards:

Monsters
Spoiler:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.

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

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

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

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

Spoiler:
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.

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

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

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

Spoiler:
Divine 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:
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:
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.

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

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

Spoiler:
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:
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.

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:
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.

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

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

Spoiler:
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.

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

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

Spoiler:
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.

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

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

Spoiler:
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

Spoiler:
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.

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

Current Hour:

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

Hours Remaining: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/skizzerz:
Spoiler:
Hourglass Card 1 Zova/skizzerz
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 2 Varian/NathanDavis:
Spoiler:
Hourglass Card 2 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 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
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
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 6 Varian/NathanDavis:
Spoiler:
Hourglass Card 6 Varian/NathanDavis
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.
Hourglass Card 7 Zadim/Maelwys:
Spoiler:
Hourglass Card 7 Zadim/Maelwys
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 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
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 10 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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
Scenario Deck Card 1 (Blood Veil):

Blood Veil
CotCT
Story Bane 2
Type: Barrier
Traits:
Disease
Obstacle
To Defeat:
Constitution
Divine
Fortitude
Knowledge 6
If defeated by less than 4, suffer the scourge Plagued.
If undefeated, each local character suffers the scourge Plagued.
Scenario Deck Card 2 (Plague Zombie):

Plague Zombie
CotCT
Story Bane 2
Type: Monster
Traits:
Disease
Undead
Veteran
Zombie
To Defeat:
Combat 10
THEN Combat 11+##
Immune to Mental and Poison.
After acting, a local character suffers 1d4-1 Combat damage.
If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.
Scenario Deck Card 3 (Zombie Minions):

Zombie Minions
Core
Story Bane 1
Type: Monster
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9
THEN Combat 11+#
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.

Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: None

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

Location #1: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: Varian/NathanDavis, The Trumpet
Graveyard Card 1:
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.
Graveyard Card 2:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Graveyard Card 3:
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.
Graveyard Card 4:
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.
Graveyard Card 5:
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.
Graveyard Card 6:
Unseen Sentinel
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Graveyard Card 7:
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.
Graveyard Card 8:
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.
Graveyard Card 9:
Venomous Hand Crossbow
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Graveyard Card 10:
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.

Location #4: Abandoned Shacks
Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zadim/Maelwys, Hakon/Yewstance, None
Abandoned Shacks Card 1 (Jolistina Susperio):
Jolistina Susperio
CotCT
Story Bane 2
Type: Monster
Traits:
Elf
Rogue
To Defeat:
Combat 14
OR Charisma
Diplomacy 10
When you encounter this monster, succeed at a Wisdom, Perception, or Stealth 5 check or this monster is evaded.
Before acting, another local character summons and encounters the story bane Plague Zombie.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 3
Located/Displayed Here: Zova/skizzerz, None
Den Of Iniquity Card 1:
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 2:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Den Of Iniquity Card 3:
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 4:
Sacred Candle
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Den Of Iniquity Card 5:
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.
Den Of Iniquity Card 6:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity Card 7:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
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.
Den Of Iniquity Card 10:
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.


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

Updated hand for Hakon's turn. If Hakon stays put to fight the villain, I'll bury Cloud Puff (it's Alchemical) to guard Den of Iniquity.

Zova wrote:

Hand: Cloud Puff, Aspect of the Hawk, Stone Weasel, Amulet of Mighty Fists, The Dance, Stone Axe +1,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Current Location: Den of Iniquity
Hero Points: 1
CCT-2B Playmat: available
CCT-2B Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Cloud Puff: Ignore a bane's powers that happen before or after acting (if local to Zova).
- The Dance: On another character's check, discard to bless twice.
Ask in Discord before using:
- N/A
Movement: Move with party unless stated otherwise in post


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

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

Start of Turn: Hakon discards The Teamster (Harrow) (Blessing) to draw Blessing of Kofusachi from his discards with his character power.

Hakon buries Sacred Candle to draw The Beating.
The hour power is now "Your Ranged check is blessed.".

Hakon stays at the Abandoned Shacks.
Harrow of Keys: Hakon buries Quartermaster from his discards.

Free exploration:

Abandoned Shacks Card 1 (Jolistina Susperio):
Jolistina Susperio
CotCT
Story Bane 2
Type: Monster
Traits:
Elf
Rogue
To Defeat:
Combat 14
OR Charisma
Diplomacy 10
When you encounter this monster, succeed at a Wisdom, Perception, or Stealth 5 check or this monster is evaded.
Before acting, another local character summons and encounters the story bane Plague Zombie.
When Encountered: Hakon attempts a Wisdom 5 check.
Hakon buries Double Chicken Saber +1 to his character power to add his Diplomacy (+1d8+2) to his check against a monster.
Wisdom 5 (Hakon): 1d4 + 1d8 + 2 ⇒ (2) + (3) + 2 = 7 -> Pass.

Villain step! All other characters attempt to guard.
As per Zova's last post, she buries Cloud Puff to guard Den of Iniquity.

Varian attempts to guard the Graveyard. Hakon offers Blessing of Kofusachi to assist (bless).
Additionally, Before Acting: Zadim summons and encounters Plague Zombie. Hakon offers the use of his character power (burying The Beating) to assist (+1d8+2).

If Zadim does not defeat Plague Zombie (or if Varian fails to guard); I'll have to make a new Villain combat check as my options change. I have assumed that other players have used my aforementioned blessings, as my odds are 100% even without them.

Villain Combat:
Combat: Hakon reveals Keen Starknife to use Melee +1d4+1. 4s are treated as 6s for this check.
Hour: The check is ranged (due to Keen Starknife's traits), so it's blessed.
Hakon buries Cure (Core) to his character power to add his Diplomacy (+1d8+2) to his check against a monster.
Zadim recharges Shuriken +1 (or another weapon of his choice) to add his Stealth (1d8+3) to a local Combat check.
Hakon freely recharges Keen Starknife to add 1d4.
Combat/Melee 14 (Blessed (Hour), Hakon, Zadim): 2d10 + 2 + 1d4 + 1 + 1d8 + 2 + 1d8 + 3 + 1d4 ⇒ (1, 9) + 2 + (3) + 1 + (7) + 2 + (4) + 3 + (4) = 36 -> Both 4s are 6s, bringing the result to 40. Pass.
Defeated!

Villain (presumably) cannot escape! We win! I will post flavor separately.

Hakon wrote:

Hand: Blessing of Kofusachi, The Beating,

Displayed:
Deck: 6 Discard: 8 Buried: 7
Hero Points: 2
NOTES:
Available Support: Blessing of Kofusachi - Discard to bless a 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: Hakon will move with Varian unless current player suggests otherwise.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bodyguard, Gray Maiden Plate, The Forge, Bound Imp
Recharged: Fencer, Keen Starknife,
Discard Pile: Blessing of Wadjet, Incitation, Good Omen (Core), The Teamster (Harrow), Glorious Warhammer, Divine Insight (Core), Shining Wayfinder, The Marriage,
Buried Pile: Sacred Candle, Light Crossbow, Explorer's Pith Helmet, Sacred Candle (2), Quartermaster, Double Chicken Saber +1, Cure (Core),

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

Flavor:
That laugh - that was the elf! Wasting no time, Hakon charges outside and towards the shack where the laughter emanated, Zadim not far behind. If we're quick, Hakon hopes, we can capture her this time to find out what she knows.

Hakon tries to open the shack door, and it doesn't budge; nor does it feel like a physical lock. The laughter behind the door devolves into eclectic giggles as Hakon roars and jams one of his sabers into the crack at the door, having to force it against some invisible force resisting him. The hairs at the back of his neck stand on end as a near-imperceptible hum fills his head, but he jams his magic blade deeper into the crack and something breaks in the warding spell with an audible noise somewhere between a rush of air and the shattering of pottery.

The magic dispelled, Hakon lets go of the blade and simply bashes through the weak shack door with his shoulder - the old wood falling apart as he finds himself inside, face-to-face with that elf woman from the manor, an amused smirk alighting her face. Or at least he would be face-to-face with her, if not for her zombie bodyguards blocking his path. The skald grunts, drawing the first weapon that comes to hand - the strange knife that he had found - but even as he prepares to slice down these zombies he sees the elf uncork another invisibility potion to prepare for a new escape.

Until the bottle shatters in her hand,

She shrieks, fear entering her eyes for the first time as Zadim's flung shuriken ricochets off the now-destroyed bottle a split second before he enters the fray - a rapier in one hand and a knife in the other - and kicks one of the zombies back as he hacks at the other. With the slayer cutting a path for him, Hakon surges forward again, meaning to grab the elf as she reaches for a wicked-looking wand.

"Surrender! We have you s-" He starts as he reaches for her arm, but she draws the wand first and shrieks hatefully as a jet of energy erupts wildly, barely missing him as he steps to the side. She draws a dagger, lunging, and the skald reacts on instinct with a wide slash to take advantage of his greater size and reach. She stumbles to the ground with a horrible noise, her dagger clattering to the floor, clutching at her bleeding throat.

Hakon curses as Zadim finishes dispatching the zombies, trying to summon a healing spell as he kneels over her rapidly-bleeding form.


This all assumes that Varian guards his location. Otherwise I'll go a little less hard and hold back a weapon for a future turn.

Off-turn, fight Plague Zombies
Reveal Shuriken +1 for combat. Blessed by the Hour. Recharge Dawnflower's Petal to add Stealth 1d8+3
Check to Defeat - 10/15: 2d8 + 3 + 1d4 + 1 + 1d8 + 3 ⇒ (4, 2) + 3 + (2) + 1 + (5) + 3 = 20 - Success.
Reveal Shuriken +1 for combat. Blessed by the Hour. Hakon buries The Beating to assist +1d8+2. Zadim recharges Rapier to add Stealth 1d8+3
Check to Defeat - 11+6=17/22: 2d8 + 3 + 1d4 + 1 + 1d8 + 2 + 1d8 + 3 ⇒ (6, 7) + 3 + (1) + 1 + (7) + 2 + (1) + 3 = 31 - Success, defeated
After acting, combat damage: 1d4 - 1 ⇒ (4) - 1 = 3 - Recharge Grounded Studded Leather to reduce damage by 2. Discard Armor of Insults.

During Hakon's fight, recharge Shuriken +1 to add Stealth (1d8+3)


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

Summon and encounter Zombie Minions

Recharge Shadow Barbs. Reveal Sage's Journal. Urban: Recharge Shadow Barbs

Combat 9: 1d12 + 3 + 1d10 + 1d4 + 1d4 ⇒ (10) + 3 + (6) + (1) + (2) = 22
Banish Life Drain to recovery and heal Zellara's Harrow Deck. Bury Sage's Journal. Recharge Grave Tender. Urban: Recharge Codex. Discard Blessing of Kofusachi
Combat 11+3: 1d12 + 3 + 2d4 + 1d12 + 3 + 1d8 + 1d4 + 1d12 ⇒ (2) + 3 + (2, 3) + (10) + 3 + (1) + (3) + (2) = 29
Guarded!

As Jolistina attempts to summon more zombies to her aid, Varian positions himself to keep them away. Flinging dark magics of shadow barbs and draining curses, he unleashes everything he's got. The undead are dismantled and fall before the volley.


 
 
 
 
 
Development

You have learned much in your investigations. You have not learned where the plague came from.

The so-called plague ship’s wreck contained the corpse of a captain whose body sported the symbol of the cult of Urgathoa, the Varisian goddess of disease. But if it ever bore the plague, it never got close enough to spread it.

The sewer wererats brewed up something counterproductive to Korvosa’s health, but none had any method of bringing disease other than their malingering lycanthropy.

A group of vampire spawn on Racker’s Alley took advantage of the excess mortality in an abandoned toy shop. They ventured above ground because some other vampiric force chased them out of the sewers.

Worst of all, the crazy half-elf sorcerer Jolistina Susperio let loose a zombie infestation in a party at Carowyn Manor. A lone survivor described how the half-elf’s lover Rolth Lamm kidnapped the party’s entertainer before the calamity. This horror might lead you to the source of the plague itself.

Scenario Reward

A character gets the Loot ally Ausio Carowyn. Rally the supporter Keppira D’Bear.

Acquired Cards

Bound Imp (Ally 1)
Grounded Studded Leather (Armor 2)
Light Shield (Armor 0)
The Dance (Blessing 1)
Urgathoa's Gluttony (Blessing 2)
The Marriage (Blessing 1)
The Peacock (Blessing 1)
The Joke (Blessing 1)
The Beating (Blessing 1)
The Forge (Blessing 1)
Caltrops (Item 0)
Acid Flask (Item 0)
Elixir of Love (Item 0)
Heat Metal (Spell 2)
Light Crossbow (Weapon 0)
Keen Starknife (Weapon 2)


 
 
 
 
 
2C: The Queen’s Hospitality

The Hospice of the Blessed Maiden is a former Arkona Imports warehouse on West Dock. It sure does a far more bustling business now than in its mercantile days. For the Hospice is the newly commissioned quarters of the Queen’s Physicians, those plague mask–wearing doctors tasked with finding a cure to the deadly blood veil.

The hospice is a place of hope and respite for those in advanced stages of suffering from the disease, where sick folk from any walk of Korvosan life might come to find salvation under the care of the Queen’s Physicians. While at the Bank of Abadar, the ailing are turned away if they can’t pay, here the suffering are welcomed in.

You’ve been hoping to catch a glimpse of the head of the Queen’s Physicians, Doctor Davaulus. He is always under Gray Maiden escort, likely because the terrified townsfolk demand a cure at the briskest possible pace. The queen has him under protection so he can work without fear of being mobbed by rioters.

In fact, going near the Hospice is dangerous if you don’t have the plague. Without the plague masks, the physicians might contract the blood veil themselves. You’ve been given a temporary ward by the bishop of the Grand Cathedral of Pharasma, Keppira D’Bear. That allows you to stay near the Hospice without picking up the infection, but should you go into any of these buildings, all bets are off. And you’re going into those buildings.

You came here because of a lead gained from a horrific party thrown at Carowyn Manor. The sole survivor told you of the villain Rolth Lamm, son of your old enemy Gaedren Lamm, and how he spirited away a Varisian musician named Ruan before Rolth’s girlfriend murdered everyone. From the musician’s sister, you know Ruan contracted and then defeated the blood veil. You came because you hoped you could see him come out of the hospice.

The thing is, you’ve been watching this place for days, and while plenty of sick people have gone in, none of them have come out.

Dangers: Grey Maiden Guard, Queen's Physician
Villain: None
Henchmen (closing): Doctor Davaulus, Rolth Lamm, Queen's Physicians - Proxy A

Setup:
After preparing the story banes, shuffle a non-closing henchman Gray Maiden Guard - Proxy B into each location.

During this Scenario:
When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

Wildcards

1d18 ⇒ 16 Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
1d18 ⇒ 4 Deadly: When you suffer damage, it is increased by 1.
1d18 ⇒ 17 Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

Harrows

Zova: 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.

Varian: 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.

Zadim: The Survivor:

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

Hakon: 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.


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 Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

During This Scenario: When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

Additional Rules: Wildcards

Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Deadly: When you suffer damage, it is increased by 1.
Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

Harrows

The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

Zova: 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.

Varian: 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.

Zadim: The Survivor:

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

Hakon: 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.

Story Banes

Dangers: Grey Maiden Guard, Queen's Physician
Villain: None
Henchmen (closing): Doctor Davaulus, Rolth Lamm, Queen's Physicians - Proxy A
Henchmen (non-closing): Queen's Physicians - Proxy B

Scenario Level (#): 3

Turn: 1, Zova/skizzerz

Random Cards:

Monsters
Spoiler:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.

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

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

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

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

Spoiler:
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.

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

Spoiler:
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:
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:
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:
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.

Spells
Spoiler:
Magic Eye
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

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

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


Spoiler:
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.


Spoiler:
Aspect of the Monkey
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

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

Armors
Spoiler:
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.

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

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

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

Spoiler:
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:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 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:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

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


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

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


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

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

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

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

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

Spoiler:
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.

Spoiler:
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.

Spoiler:
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.

Spoiler:
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
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.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
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 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
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.
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
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
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 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
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.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 Zova/skizzerz
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
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 15 Hakon/Yewstance:
Spoiler:
Hourglass Card 15 Hakon/Yewstance
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 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 Zova/skizzerz
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 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
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.
Hourglass Card 18 Zadim/Maelwys:
Spoiler:
Hourglass Card 18 Zadim/Maelwys
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 19 Hakon/Yewstance:
Spoiler:
Hourglass Card 19 Hakon/Yewstance
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.
Hourglass Card 20 Zova/skizzerz:
Spoiler:
Hourglass Card 20 Zova/skizzerz
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 21 Varian/NathanDavis:
Spoiler:
Hourglass Card 21 Varian/NathanDavis
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 22 Zadim/Maelwys:
Spoiler:
Hourglass Card 22 Zadim/Maelwys
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 23 Hakon/Yewstance:
Spoiler:
Hourglass Card 23 Hakon/Yewstance
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 24 Zova/skizzerz:
Spoiler:
Hourglass Card 24 Zova/skizzerz
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 25 Varian/NathanDavis:
Spoiler:
Hourglass Card 25 Varian/NathanDavis
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.
Hourglass Card 26 Zadim/Maelwys:
Spoiler:
Hourglass Card 26 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 27 Hakon/Yewstance:
Spoiler:
Hourglass Card 27 Hakon/Yewstance
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.
Hourglass Card 28 Zova/skizzerz:
Spoiler:
Hourglass Card 28 Zova/skizzerz
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
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 29 Varian/NathanDavis:
Spoiler:
Hourglass Card 29 Varian/NathanDavis
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Scenario Deck Card 1 (Gray Maiden Guard):

Gray Maiden Guard
CotCT
Story Bane 2
Type: Monster
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 11+##
OR Charisma
Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Scenario Deck Card 2 (Queen's Physician):

Queen's Physician
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 11
OR Fortitude
Stealth 7
Resistant to Attack and Poison.
If undefeated, suffer the scourge Plagued.

Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 7
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, Zova/skizzerz, None

Base Card 1:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Veteran
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 2:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Base Card 3:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 4:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Base Card 5:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 6:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 7:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.

Location #1: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Barracks Card 1:
Magic Leather Armor
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 2:
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.
Barracks Card 3:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Barracks Card 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barracks Card 5:
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.
Barracks Card 6:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Barracks Card 7:
Doctor Davaulus
CotCT
Story Bane 2
Type: Monster
Traits:
Bard
Human
To Defeat:
Wisdom
Perception 5
THEN Combat 9
If you have the Human trait, the difficulty to defeat is increased by 1d8.
If undefeated, advance the hour.
Barracks Card 8:
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.
Barracks Card 9:
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.
Barracks Card 10:
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.
Barracks Card 11:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

Location #2: Hospice
Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 2
Located/Displayed Here: None
Hospice Card 1:
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.
Hospice 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.
Hospice Card 3:
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hospice 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.
Hospice Card 5:
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.
Hospice Card 6:
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.
Hospice Card 7:
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.
Hospice Card 8:
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.
Hospice Card 9:
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.
Hospice Card 10:
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.
Hospice Card 11:
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.

Location #3: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Blood Pool Card 1:
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:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blood Pool Card 2:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Blood Pool Card 3:
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.
Blood Pool Card 4:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Blood Pool Card 5:
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.
Blood Pool Card 6:
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.
Blood Pool Card 7:
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.
Blood Pool Card 8:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Blood Pool Card 9:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Blood Pool Card 10:
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.
Blood Pool Card 11:
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.

Location #4: 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 ?: 2
Located/Displayed Here: None
Office Card 1:
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.
Office Card 2:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Office Card 3:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Office Card 4:
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 5:
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.
Office Card 6:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Office Card 7:
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.
Office Card 8:
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.
Office Card 9:
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
Office Card 10:
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.
Office Card 11:
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.

Location #5: 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 ?: 2
Located/Displayed Here: None
Slaughterhouse 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.
Slaughterhouse Card 2:
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.
Slaughterhouse Card 3:
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.
Slaughterhouse Card 4:
Merchant
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Slaughterhouse Card 5:
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.
Slaughterhouse Card 6:
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.
Slaughterhouse Card 7:
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.
Slaughterhouse Card 8:
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.
Slaughterhouse Card 9:
Basilisk
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
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.
Slaughterhouse Card 11:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.


 
 
 
 
 
Alternate Wildcards

1d18 ⇒ 15 Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
1d18 ⇒ 13 Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.
1d18 ⇒ 8 Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.


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 Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

During This Scenario: When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

Additional Rules:

Wildcards

Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.

Harrows

The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

Zova: 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.

Varian: 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.

Zadim: The Survivor:

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

Hakon: 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.

Story Banes

Dangers: Grey Maiden Guard, Queen's Physician
Villain: None
Henchmen (closing): Doctor Davaulus, Rolth Lamm, Queen's Physicians - Proxy A
Henchmen (non-closing): Queen's Physicians - Proxy B

Scenario Level (#): 3

Turn: 1, Zova/skizzerz

Random Cards:

Monsters
Spoiler:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.

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:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.

Spoiler:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

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.

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

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

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

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

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

Spoiler:
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:
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:
Aspect of the Monkey
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 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.


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

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

Spoiler:
Shield of Resistance
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
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.

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.

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

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

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

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

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

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

Spoiler:
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:
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:
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:
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:
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 Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

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

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
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.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
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 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
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.
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
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
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 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
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.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 Zova/skizzerz
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
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 15 Hakon/Yewstance:
Spoiler:
Hourglass Card 15 Hakon/Yewstance
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 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 Zova/skizzerz
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 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
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.
Hourglass Card 18 Zadim/Maelwys:
Spoiler:
Hourglass Card 18 Zadim/Maelwys
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 19 Hakon/Yewstance:
Spoiler:
Hourglass Card 19 Hakon/Yewstance
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.
Hourglass Card 20 Zova/skizzerz:
Spoiler:
Hourglass Card 20 Zova/skizzerz
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 21 Varian/NathanDavis:
Spoiler:
Hourglass Card 21 Varian/NathanDavis
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 22 Zadim/Maelwys:
Spoiler:
Hourglass Card 22 Zadim/Maelwys
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 23 Hakon/Yewstance:
Spoiler:
Hourglass Card 23 Hakon/Yewstance
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 24 Zova/skizzerz:
Spoiler:
Hourglass Card 24 Zova/skizzerz
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 25 Varian/NathanDavis:
Spoiler:
Hourglass Card 25 Varian/NathanDavis
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.
Hourglass Card 26 Zadim/Maelwys:
Spoiler:
Hourglass Card 26 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 27 Hakon/Yewstance:
Spoiler:
Hourglass Card 27 Hakon/Yewstance
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.
Hourglass Card 28 Zova/skizzerz:
Spoiler:
Hourglass Card 28 Zova/skizzerz
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
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 29 Varian/NathanDavis:
Spoiler:
Hourglass Card 29 Varian/NathanDavis
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Scenario Deck Card 1 (Gray Maiden Guard):

Gray Maiden Guard
CotCT
Story Bane 2
Type: Monster
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 11+##
OR Charisma
Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Scenario Deck Card 2 (Queen's Physician):

Queen's Physician
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 11
OR Fortitude
Stealth 7
Resistant to Attack and Poison.
If undefeated, suffer the scourge Plagued.

Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 7
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, Zova/skizzerz, None

Base Card 1:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Veteran
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 2:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Base Card 3:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 4:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Base Card 5:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 6:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 7:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.

Location #1: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Barracks Card 1:
Magic Leather Armor
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 2:
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.
Barracks Card 3:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Barracks Card 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barracks Card 5:
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.
Barracks Card 6:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Barracks Card 7:
Doctor Davaulus
CotCT
Story Bane 2
Type: Monster
Traits:
Bard
Human
To Defeat:
Wisdom
Perception 5
THEN Combat 9
If you have the Human trait, the difficulty to defeat is increased by 1d8.
If undefeated, advance the hour.
Barracks Card 8:
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.
Barracks Card 9:
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.
Barracks Card 10:
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.
Barracks Card 11:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

Location #2: Hospice
Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 2
Located/Displayed Here: None
Hospice Card 1:
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.
Hospice 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.
Hospice Card 3:
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hospice 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.
Hospice Card 5:
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.
Hospice Card 6:
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.
Hospice Card 7:
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.
Hospice Card 8:
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.
Hospice Card 9:
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.
Hospice Card 10:
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.
Hospice Card 11:
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.

Location #3: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Blood Pool Card 1:
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:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blood Pool Card 2:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Blood Pool Card 3:
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.
Blood Pool Card 4:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Blood Pool Card 5:
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.
Blood Pool Card 6:
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.
Blood Pool Card 7:
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.
Blood Pool Card 8:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Blood Pool Card 9:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Blood Pool Card 10:
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.
Blood Pool Card 11:
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.

Location #4: 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 ?: 2
Located/Displayed Here: None
Office Card 1:
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.
Office Card 2:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Office Card 3:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Office Card 4:
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 5:
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.
Office Card 6:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Office Card 7:
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.
Office Card 8:
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.
Office Card 9:
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
Office Card 10:
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.
Office Card 11:
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.

Location #5: 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 ?: 2
Located/Displayed Here: None
Slaughterhouse 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.
Slaughterhouse Card 2:
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.
Slaughterhouse Card 3:
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.
Slaughterhouse Card 4:
Merchant
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Slaughterhouse Card 5:
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.
Slaughterhouse Card 6:
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.
Slaughterhouse Card 7:
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.
Slaughterhouse Card 8:
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.
Slaughterhouse Card 9:
Basilisk
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
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.
Slaughterhouse Card 11:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.


Start at same location as Zova.
Draw 6 card starting hand. Draw Harrow.
Impoverished: Draw 3 (Spider Venom, Studded Leather Armor, Shuriken +1), Bury 3 (Spider, Spider Venom, Studded Leather Armor)
Discard The Theatre (Random Blessing #4) for character power.

Zadim wrote:

Hand: Humanbane Rapier, Dawnflower's Petal, Shuriken +1, Blessing of Wadjet, The Locksmith, Blessing of Abadar, The Survivor (Harrow),

Displayed:
Deck: 7 Discard: 1 Buried: 3
Hero Points: 2
NOTES:
Available Support: Need intel? Recharge The Survivor to examine top card of my location
Local Combat: Recharge Dawnflower's Blessing or Shuriken +1 to add 1d8+3
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire
Any Acro or Disable: Discard Locksmith to bless twice
Any Barrier: Discard Abadar to bless twice
Movement: Keep me with the group
Other: 2C Shirt Reroll NOT Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scorpion Whip, Armor of Insults, Gem of Physical Prowess, Daggermark Poisoner, The Joke, Blue Star, Blowgun
Recharged:
Discard Pile: The Theater,
Buried Pile: Spider (Core), Spider Venom, Studded Leather Armor,

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.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.


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

Also will group with Zova to give Urban bonuses

Dragon's Demand: replace Corrosive Dagger +1 with Soothing Word
Loot: replace Flame Staff with Zellara's Harrow Deck
Add Harrow Mountain Man

Varian wrote:

Hand: Shadow Barbs, Lightning Bolt, Life Drain, Codex, Sage's Journal, Grave Tender, Blessing of the Archdevils, The Mountain Man,

Impoverished: Draw Cult Acolyte, Zellara's Harrow Deck, and The Foreign Trader. Bury Cult Acolyte, Blessing of the Archdevils, Grave Tender

Varian wrote:

Hand: Shadow Barbs, Lightning Bolt, Life Drain, Codex, Sage's Journal, Zellara's Harrow Deck, The Mountain Man, The Foreign Trader,

Displayed: Radovan (Core),
Deck: 6 Discard: 0 Buried: 3
Current Location: With Zova
Hero Points: 2
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+3)

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+3)
Movement: Blood Pool
Other: Urban Local: Add 1d4 to any check in this order: Life Drain, The Mountain Man, Zellara's Harrow Deck, Shadow Barbs, Codex, Sage's Journal, The Foreign Trader, Lightning Bolt

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Eye, Soothing Word, Shield Cloak, Enervation, The Midwife, Bound Imp
Recharged:
Discard Pile:
Buried Pile: Cult Acolyte, Blessing of the Archdevils, Grave Tender,

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.


 
 
 
 
 
Per discord, Hakon starts with the group.

Hakon wrote:

Hand: Double Chicken Saber +1, Blessing of Kofusachi, Blessing of Wadjet, The Teamster (Harrow), Glorious Warhammer, Bodyguard,

Displayed:
Deck: 8 Discard: 0 Buried: 3
Hero Points: 2
NOTES:
Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD2 boon
Bodyguard - Recharge to reduce damage to a local character by 3
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: Hakon will move with Varian unless current player suggests otherwise.
Other: If any hour has a constitution check to acquire; Hakon will recharge Blessing of Kofusachi to search and draw Shining Wayfinder from his deck at the end of that turn.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Core), Divine Insight (Core), Priest of Pharasma, Sacred Candle, Gray Maiden Plate, Good Omen (Core), Sacred Candle (2), Shining Wayfinder
Recharged:
Discard Pile:
Buried Pile: Kusarigama, Fencer, Incitation,

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

Thanks Mhuirich! Just making it official...

LOOT (Dragon's Demand AP Reward): Explorer's Pith Helmet (Armor) -> Incitation (Blessing)

Hakon starts at Zova's location.

Hakon draws his starting hand, then adds his Harrow to it.

Impoverished: Hakon draws 3 cards, then buries Kusarigama, Fencer, Incitation.

Hakon wrote:

Hand: Double Chicken Saber +1, Blessing of Kofusachi, Blessing of Wadjet, The Teamster (Harrow), Glorious Warhammer, Bodyguard,

Displayed:
Deck: 8 Discard: 0 Buried: 3
Hero Points: 2
NOTES:
Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD2 boon
Bodyguard - Recharge to reduce damage to a local character by 3
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: Hakon will move with Varian unless current player suggests otherwise.
Other: If any hour has a constitution check to acquire; Hakon will recharge Blessing of Kofusachi to search and draw Shining Wayfinder from his deck at the end of that turn.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Core), Sacred Candle (2), Divine Insight (Core), Gray Maiden Plate, Shining Wayfinder, Priest of Pharasma, Sacred Candle, Good Omen (Core)
Recharged:
Discard Pile:
Buried Pile: Kusarigama, Fencer, Incitation,

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.


"Ah, a Hospice, a wonderful idea to aid the sick and dying in this time of plague. Or, that's what they'd like you to believe. It seems there may be more to this place than initially meets the eye, and that is why you are calling on dear Zellara, yes?" the apparition addresses the group assembled before her, shuffling her Harrow deck while she speaks.

Zellara sets out the spread and continues speaking. "Looking to the past, I see many images of the Skald Hakon. Anguish and grief. Anger and hatred. And an image of another Skald on his deathbed, a sibling perhaps? The Teamster tells of an unrelenting force, always driving one to move forward." She locks her gaze with Hakon before continuing. "These images shift to look like others, curses of betrayal escaping with their final breaths. Your image shifts to the family they leave behind, similarly in grief. While you quest for vengeance may have ended with Lamm, there are others in this world who lack your determination, your strength, and your refusal to give up. While the half orc in this card is under constant toil from an uncaring taskmaster, he knows that the work he performs is for his betterment and the betterment of others. Be that champion and try to right the wrongs happening in this hospice, even though it is not a burden you ought to have borne."

Zellara then flips over the central column, revealing The Big Sky, The Hidden Truth, and The Theater. Her gaze fixates on the latter of these as she pauses for a moment. Shaking her ghostly head solemnly, she begins. "A theater is normally a happy place, where one goes for entertainment and to forget the worries of the world. However, a dark, more twisted play is being put on at this Hospice. I see a young doctor with a brown coat, but he is not caring for his patients. Instead, he brings them deeper, whether alive or dead at the time, although to where I cannot see due to something blocking any further visions. Beware this 'Doctor' Davaulus, for he answers not to his patients or the wellbeing of Korvosa, but to an altogether darker master."

"Looking to what is yet to come, I see The Avalanche thundering ever closer. But this avalanche does not doom Korvosa. Instead, it smothers the stygian abyss beneath the Hospice, forcing them into the light of the day. Whether for good or ill, the veil over this land will soon be lifted. Should you prevail, I feel the plague will meet its end and the city will begin to heal. Should you fall, I feel the masterminds behind this calamity will begin to act openly and brazenly with no one else to oppose them. Do try to make it the former case."

"It is unlikely that you will have time to consult with me again before plunging into the depths, so I wish you all the best of luck. Come back alive." Zellara gathers her cards back together, gives a curt bow to the group, and vanishes once more.

A picture of the spread is available. I won't be doing a Harrow reading for 2D since it follows immediately after 2C with no reasonable spot to rest in-between.


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

Start at Slaughterhouse, since we might as well close out a location that damages us a bunch since one of the others lets us heal a bunch. Choose a Hand Size of 7. No loot. Impoverished: draw 3 extra cards, then bury Stone Axe +1, Stone Weasel, and Porcupine. Need a random Harrow blessing to discard per Tyrant of the Harrow adventure reward.

Random aside: DC to close Barracks is 18: 5+2+2+9 (#=2 despite Legendary because the Legendary rule only counts # as 3 for banes, and a location isn't a bane.)

Zova wrote:

Hand: The Tangled Briar, Bat, Erutaki Coat, Sarenrae's Light, Raven, Fire Gecko, Aspect of the Frog, Blessing of Ketephys,

Displayed:
Deck: 7 Discard: 1 Buried: 3
Current Location: Slaughterhouse
Hero Points: 1

Hour of Benefaction. Remain at Slaughterhouse and explore.

Slaughterhouse 1: Henchman Proxy A2 (Queen's Physician).

Queen's Physician:
Queen's Physician
CotCT Story Bane 2
Type: Monster
Traits: Human Rogue
To Defeat: Combat 11 OR Fortitude Stealth 7
Resistant to Attack and Poison.
If undefeated, suffer the scourge Plagued.

Don't use Scenario power; I want to encounter this. Choose Fortitude. Display Aspect of the Frog to add 1d6. Adventure power adds 1d4. Recharge Blessing of Ketephys to bless. Reveal Erutaki Coat to add 1. Fortitude 7: 2d8 + 1 + 1d6 + 1d4 + 1 ⇒ (5, 1) + 1 + (2) + (3) + 1 = 13. Defeated, discard Raven per Location power, then banish Bat to close Slaughterhouse.

When closing, examine top card of all locations, ignoring triggers and banishing all examined allies. Barracks has Magic Leather Armor, Hospice has Sleep, Blood Pool has Desna's Freedom, and Office has Charm Person. All boons, but no allies so they all stay on top. Then we all move to a location of Varian's choosing. Or well, I'll move to wherever Varian wants to go, but I'm assuming we're all sticking together as a party still.

Keep Hand Size at 7 when I reset. Aspect of the Frog is automatically recharged during Recovery.

The Gray Maidens in front of the Hospice refused to budge. The surly nurse Bhrunlida repeatedly denied the group entry, despite obvious indications that they were with the Korvosan Guard. Politics have sufficiently changed as of late such that the Gray Maidens have effectively seized the Guard's former duties and relegated the remaining Guard to the dustbin of history.

Not being one for talking, Zova started wandering elsewhere to attempt to find another means to gain entry to the Hospice. She picked up on one of the physicians walking about outside wearing their typical plague doctor mask reminiscent of a psychopomp's curved bony beak. The doctor was clearly in a hurry and Zova sent a bat she befriended earlier to give chase partway behind to make it easier to spot him above the crowds in the street. The doctor entered a dilapidated building, having to shoo away a number of people who wanted her to examine them for disease. This distraction afforded Zova time to catch up and enter the building shortly thereafter.

Once inside, Zova was horrified at the sights. There were animal corpses everywhere, including a fresh one from her bat that the doctor seemed to have slain. Furious, Zova knocked the woman unconscious then went to check on the animals. Many of them looked sick with the same symptoms as blood veil sufferers, and there were multiple syringes and bottles that smelled rancid. Zova quickly clued that this so-called doctor was not attempting to treat these animals, but rather was experimenting upon them. Zova tied her up and took her black cloak and beaked mask. Perhaps it would be useful as a disguise to get inside the Hospice, at least for one of them, she thought to herself as she went back to rejoin the others.

Zova wrote:

Hand: The Tangled Briar, Fire Gecko, Erutaki Coat, Sarenrae's Light, Balmberry, Aspect of the Hawk, Blessing of the Green Faith,

Displayed:
Deck: 6 Discard: 2 Buried: 3
Current Location: ?
Hero Points: 1
CCT-2C Playmat: available
CCT-2C Reroll: available
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Blessing of the Green Faith: On any check, echarge to bless.
- The Tangled Briar (Zova's Harrow): On any check, discard to bless.
- The Tangled Briar (Zova's Harrow): Discard to remove a scourge from a character or a location.
- Sarenrae's Light: Recharge to heal another local character a card.
Ask in Discord before using:
- N/A
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloud Puff, Dog, Angelstep, Amulet of Mighty Fists
Recharged: Blessing of Ketephys, Aspect of the Frog,
Discard Pile: Raven, Harrow Blessing Placeholder,
Buried Pile: Stone Axe +1, Stone Weasel, Porcupine,

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

Base 1-7 remain
Barracks 1-11 remain // 1 = Magic Leather Armor
Hospice 1-11 remain // 1 = Sleep
Blood Pool 1-11 remain // 1 = Desna's Freedom
Office 1-11 remain // 1 = Charm Person
Hakon, Varian, Zadim, Zova - Slaughterhouse BANISHED


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

Off turn, move everyone to Office

Hour of The Unicorn When this is the hour: Your check to acquire is blessed.

Start of turn, draw Shield Cloak and Enervation. Recharge Shadow Barbs and Shield Cloak.
Give card to Hakon Enervation. Feel free to keep or give back


Free explore and encounter Charm Person
Unicorn Hour

Arcane 6: 1d12 + 4 + 1d12 ⇒ (7) + 4 + (4) = 15 Acquired!

Banish to Recovery Charm Person (will end up buried) to draw ally Korvosan Dandy


Send Zellara's Harrow Deck to recovery to Examine Office:
Office Card 2: Wyvern Blade Trap
Office Card 3: Sergeant-at-arms
Office Card 4: Helpful Haversack
Arrange 324


Discard Korvosan Dandy to explore and encounter Sergeant-at-arms
Unicorn Hour. Reveal Codex

Knowledge 10: 1d12 + 4 + 1d12 + 1 ⇒ (9) + 4 + (9) + 1 = 23 Hella acquired!

Discard Sergeant-at-arms to explore and encounter Wyvern Blade Trap
Reload Radovan. Sergeant-at-arms.

Disable 10: 1d12 + 4 + 2 + 1d4 ⇒ (4) + 4 + 2 + (3) = 13 Banished!

Discard The Mountain Man to explore, Harrow heals Korvosan Dandy, and encounter Helpful Haversack
Unicorn Hour. Reveal Codex

Intelligence 6: 1d12 + 2 + 1d12 + 1 ⇒ (3) + 2 + (1) + 1 = 7 Acquired!

Varian ends his turn.

Varian attempts to recover all cards in his Recovery pile. Harrow Hour. Urban: Recharge Helpful Haversack
Zellara's Harrow Deck: Perception 12: 1d6 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (3) + (2) = 7 -> Zellara's Harrow Deck thoroughly discarded.

Varian resets his hand.

With Zova's sortie into the hospice and resulting disguise, Varian makes a hasty plan. Radovan will don the doctor's garb and lead this noble, and his attaché into the doctor's offices. He has urgent business of course!

Once inside, Varian quickly enchants an assistant who starts asking a lot of questions. Quickly, they become extraordinarily helpful wanting to show how valuable they can be to someone of Varian's rank and stature.

In no time, the Dandy assistant convinces a Gray Maiden Sergeant-at-arms to allow Varian's group access to doctor's offices.

Once inside there are a great deal of experimental concoctions, blades, scalpels. Ever Varian's protector, Radovan collects and stows the most dangerous of the implements.

Meanwhile searches bags for Helpful evidence, but does not find what he needs just yet.

Varian wrote:

Hand: Lightning Bolt, Life Drain, Codex, Sage's Journal, The Foreign Trader, The Midwife,

Displayed: Radovan (Core),
Deck: 7 Discard: 3 Buried: 4
Current Location: Office
Hero Points: 2
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+4)

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+4)

Foreign Trader: Local Non-Combat, bless and add 1d12

Midwife: Local - Exchange Boon or Non-Story Bane then bless
Movement: Hospice
Other: Urban Local: Add 1d4 to any check in this order: Life Drain, The Midwife, Codex, Sage's Journal, The Foreign Trader, Lightning Bolt

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Korvosan Dandy, Magic Eye, Soothing Word, Shadow Barbs, Bound Imp , Shield Cloak
Recharged: Helpful Haversack,
Discard Pile: Zellara's Harrow Deck, Sergeant-at-arms, The Mountain Man,
Buried Pile: Cult Acolyte, Blessing of the Archdevils, Grave Tender, Charm Person,

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: Given Enervation
Random Card(s) Used: Ally: Korvoson Dandy

Base 1-7 remain
Barracks 1-11 remain // 1 = Magic Leather Armor
Hospice 1-11 remain // 1 = Sleep
Blood Pool 1-11 remain // 1 = Desna's Freedom
Hakon, Varian, Zadim, Zova - Office 5-11 remain


Zova discards The Midwife on her turn.

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 Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

During This Scenario: When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

Additional Rules:

Wildcards

Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.

Harrows

The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

Zova: 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.

Varian: 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.

Zadim: The Survivor:

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

Hakon: 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.

Story Banes

Dangers: Grey Maiden Guard, Queen's Physician
Villain: None
Henchmen (closing): Doctor Davaulus, Rolth Lamm, Queen's Physicians - Proxy A
Henchmen (non-closing): Queen's Physicians - Proxy B

Scenario Level (#): 3

Turn: 3, Zadim/Maelwys

Random Cards:

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

Spoiler:
Basilisk
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.

Spoiler:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

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:
Enormous Reefclaw
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.

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

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

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

Weapons
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:
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:
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:
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.

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:
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:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Spoiler:
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:
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.


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

Spoiler:
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:
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:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 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 discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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

Items
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:
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:
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:
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:
Ring of Protection
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.

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

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

Blessings
Spoiler:
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.

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

Spoiler:
The 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.

Spoiler:
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.

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: The first time you discard cards as damage this turn, recharge 1 of them instead.

Current Hour:

The Brass Dwarf:
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.

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hakon/Yewstance:
Spoiler:
Hourglass Card 1 Hakon/Yewstance
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 2 Zova/skizzerz:
Spoiler:
Hourglass Card 2 Zova/skizzerz
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 3 Varian/NathanDavis:
Spoiler:
Hourglass Card 3 Varian/NathanDavis
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.
Hourglass Card 4 Zadim/Maelwys:
Spoiler:
Hourglass Card 4 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 5 Hakon/Yewstance:
Spoiler:
Hourglass Card 5 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 6 Zova/skizzerz:
Spoiler:
Hourglass Card 6 Zova/skizzerz
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 7 Varian/NathanDavis:
Spoiler:
Hourglass Card 7 Varian/NathanDavis
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 8 Zadim/Maelwys:
Spoiler:
Hourglass Card 8 Zadim/Maelwys
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 9 Hakon/Yewstance:
Spoiler:
Hourglass Card 9 Hakon/Yewstance
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.
Hourglass Card 10 Zova/skizzerz:
Spoiler:
Hourglass Card 10 Zova/skizzerz
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 11 Varian/NathanDavis:
Spoiler:
Hourglass Card 11 Varian/NathanDavis
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 12 Zadim/Maelwys:
Spoiler:
Hourglass Card 12 Zadim/Maelwys
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 Hakon/Yewstance:
Spoiler:
Hourglass Card 13 Hakon/Yewstance
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 14 Zova/skizzerz:
Spoiler:
Hourglass Card 14 Zova/skizzerz
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 15 Varian/NathanDavis:
Spoiler:
Hourglass Card 15 Varian/NathanDavis
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.
Hourglass Card 16 Zadim/Maelwys:
Spoiler:
Hourglass Card 16 Zadim/Maelwys
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 Hakon/Yewstance:
Spoiler:
Hourglass Card 17 Hakon/Yewstance
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.
Hourglass Card 18 Zova/skizzerz:
Spoiler:
Hourglass Card 18 Zova/skizzerz
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 19 Varian/NathanDavis:
Spoiler:
Hourglass Card 19 Varian/NathanDavis
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 20 Zadim/Maelwys:
Spoiler:
Hourglass Card 20 Zadim/Maelwys
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 21 Hakon/Yewstance:
Spoiler:
Hourglass Card 21 Hakon/Yewstance
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 22 Zova/skizzerz:
Spoiler:
Hourglass Card 22 Zova/skizzerz
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 23 Varian/NathanDavis:
Spoiler:
Hourglass Card 23 Varian/NathanDavis
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.
Hourglass Card 24 Zadim/Maelwys:
Spoiler:
Hourglass Card 24 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 25 Hakon/Yewstance:
Spoiler:
Hourglass Card 25 Hakon/Yewstance
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.
Hourglass Card 26 Zova/skizzerz:
Spoiler:
Hourglass Card 26 Zova/skizzerz
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
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 27 Varian/NathanDavis:
Spoiler:
Hourglass Card 27 Varian/NathanDavis
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Scenario Deck Card 1 (Gray Maiden Guard):

Gray Maiden Guard
CotCT
Story Bane 2
Type: Monster
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 11+##
OR Charisma
Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Scenario Deck Card 2 (Queen's Physician):

Queen's Physician
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 11
OR Fortitude
Stealth 7
Resistant to Attack and Poison.
If undefeated, suffer the scourge Plagued.

Location #0: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 7
Located/Displayed Here: None

Base Card 1:
Trinia Sabor
CotCT
Supporter 1
Traits:
Bard
Human
Veteran
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
Base Card 2:
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Base Card 3:
Vencarlo Orisini
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.
Base Card 4:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Base Card 5:
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 6:
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 7:
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.

Location #1: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Barracks Card 1 (Magic Leather Armor):
Magic Leather Armor
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Barracks Card 2:
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.
Barracks Card 3:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Barracks Card 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barracks Card 5:
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.
Barracks Card 6:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Barracks Card 7:
Doctor Davaulus
CotCT
Story Bane 2
Type: Monster
Traits:
Bard
Human
To Defeat:
Wisdom
Perception 5
THEN Combat 9
If you have the Human trait, the difficulty to defeat is increased by 1d8.
If undefeated, advance the hour.
Barracks Card 8:
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.
Barracks Card 9:
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.
Barracks Card 10:
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.
Barracks Card 11:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

Location #2: Hospice
Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 2
Located/Displayed Here: None
Hospice Card 1 (Sleep):
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.
Hospice 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.
Hospice Card 3:
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hospice 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.
Hospice Card 5:
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.
Hospice Card 6:
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.
Hospice Card 7:
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.
Hospice Card 8:
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.
Hospice Card 9:
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.
Hospice Card 10:
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.
Hospice Card 11:
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.

Location #3: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Blood Pool Card 1 (Desna's Freedom):
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:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blood Pool Card 2:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Blood Pool Card 3:
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.
Blood Pool Card 4:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Blood Pool Card 5:
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.
Blood Pool Card 6:
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.
Blood Pool Card 7:
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.
Blood Pool Card 8:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Blood Pool Card 9:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Blood Pool Card 10:
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.
Blood Pool Card 11:
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.

Location #4: 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: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, Hakon/Yewstance, Zova/skizzerz, None
Office Card 1:
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.
Office Card 2:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Office Card 3:
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.
Office Card 4:
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.
Office Card 5:
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
Office Card 6:
Giant Slug
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Office Card 7:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.


Turn 3, under the Harrow of the Brass Dwarf
The first time you discard cards as damage this turn, recharge 1 of them instead.

Following Varian and Radovan into the office, Zadim pokes around to see what interesting things he can find. In one cabinet he finds a large drum. Lifting it out, he looks over to Hakon and raises and eyebrow, thinking that the skald might find it more useful than himself. But seeing that the skald is busy for the moment, he just straps it to his back thinking that somebody might find some use at some point.

Free Exploration - Office #1: War Drum
Harrow Suit is Shields +1d4 Constitution. Reveal Blessing of Wadjet for +1d4
Check to Acquire - Constitution 4: 1d8 + 1d4 + 1d4 ⇒ (5) + (3) + (2) = 10 - Success, Acquired

Continuing his examination he peeks into one of the back rooms, where he spots a pair of tigers pacing up and down the room looking aggressive. Definitely not what he'd expected to find here... Zadim quietly eases the door closed again and signals to the others to meet out near the front the office. "There might be something useful hidden beyond that space, but those tigers look fierce. I should be able to sneak past them, but the rest of you should clear out first or they might come running out to attack you while I'm sneaking in. I don't want anybody to get bit."

Recharge Survivor to examine top of deck - Office #2: Biting Tigers
Considering that's a Combat 16+1d6 check that you need to beat by 5 to avoid an extra discard, seems like a waste for everybody here to do it, so I think I'll pass on encountering it right now. If everybody else wants to head away to another location first, I can pass the non-combat check pretty easily next turn, but most other people don't have the non-combat skills.

Recharge Dawnflower's Petal to examine top of deck - Office #2: Biting Tigers. Surprise! ;-)
Just clearing my hand a bit.

End of turn, draw 0.

Zadim wrote:

Hand: Humanbane Rapier, Shuriken +1, War Drum, Blessing of Wadjet, The Locksmith, Blessing of Abadar,

Displayed:
Deck: 9 Discard: 1 Buried: 3
Hero Points: 2
NOTES:
Available Support: Local Combat: Recharge Shuriken +1 to add 1d8+4
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire
Any Acro or Disable: Discard Locksmith to bless twice
Any Barrier: Discard Abadar to bless twice
Movement: Keep me with the group
Other: 2C Shirt Reroll NOT Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scorpion Whip, Daggermark Poisoner, Blowgun, Gem of Physical Prowess, Armor of Insults, The Joke, Blue Star
Recharged: The Survivor (Harrow), Dawnflower's Petal,
Discard Pile: The Theater,
Buried Pile: Spider (Core), Spider Venom, Studded Leather Armor,

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.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.

Status Link
Most Recent BR Refresh

Notes for Hakon: Given Enervation
Random Card(s) Used: Ally: Korvoson Dandy

Base 1-7 remain
Barracks 1-11 remain // 1 = Magic Leather Armor
Hospice 1-11 remain // 1 = Sleep
Blood Pool 1-11 remain // 1 = Desna's Freedom
Hakon, Varian, Zadim, Zova - Office 2-7 remain // 2 = Biting Tigers


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

OFF-TURN ACTIONS:
Hakon moves to the office.
Hakon receives Enervation from Varian.
Because the hour has a Constitution check to acquire: At the end of Zadim's turn, Hakon recharges Blessing of Kofusachi to search his deck for Shining Wayfinder, drawing it.

========================
Hakon starts his turn.
Hour Power: On your check, the first item or ally played is played freely.

Hakon gives Enervation back to Varian. I'm always happy to juggle cards like this for effectively free card draw!
Hakon moves to the Barracks.

Free exploration:

Barracks Card 1 (Magic Leather Armor):
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
Constitution 6 (Blessing of Wadjet, Harrow Suit): 1d8 + 2d4 ⇒ (5) + (3, 4) = 12 -> Pass.
Acquired.

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

Barracks Card 2: 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.
Hakon shuffles the location, then explores with the Shining Wayfinder's power, adding 1d6 to his checks against monsters.
Card #: 1d10 + 1 ⇒ (2) + 1 = 3
Barracks Card 3: Compass:

Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
Wisdom 4 (Blessing of Wadjet): 1d4 + 1d4 ⇒ (2) + (4) = 6 -> Pass.
Acquired.

Hakon discards Compass to explore again.
Card # (3 == 11): 1d9 + 1 ⇒ (2) + 1 = 3

Barracks Card 11: Flaming Mace:

Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Nice! Hakon buries Glorious Warhammer to his character power to add his Diplomacy to his Strength check.Melee 10 (Hakon): 1d10 + 2 + 1d8 + 3 ⇒ (5) + 2 + (7) + 3 = 17 -> Pass.
Acquired.

Hakon discards Bodyguard to explore again.
Card # (3 == 10): 1d8 + 1 ⇒ (1) + 1 = 2

Barracks Card 2: 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.
Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
Constitution 6 (Blessing of Wadjet, Harrow Suit): 1d8 + 2d4 ⇒ (1) + (2, 4) = 7 -> Pass.
Acquired.

Hakon reloads The Teamster and discards Studded Leather Armor to explore again.
Harrow: Hakon heals an ally (Bodyguard).Card #: 1d7 + 3 ⇒ (5) + 3 = 8

Barracks Card 8: 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.
BA: All characters must make a Wisdom 6 check.

We have a few choices here as to how to approach this, but one way or another Hakon will probably want another player's assistance.
Hakon could probably take the Harpy on himself, but it would likely involve burying both his armor and his spare weapon to buff both his BA Wisdom check and the combat check. Fairly expensive.
Varian could assist with Hakon's BA check if he first failed his BA check and moved here, then use his character power for support. Alternatively, he could support the combat check from afar with Enervation.
If Zadim first failed his BA check and moved here, then Zadim could support the combat check with his character power.

Given the variety of options, I'd prefer some discussion with the table before moving ahead with the checks. I'll add in my flavor when I complete my turn.

Pausing Turn.

Hakon wrote:

Hand: Double Chicken Saber +1, Blessing of Wadjet, Magic Leather Armor, Flaming Mace,

Displayed:
Deck: 10 Discard: 3 Buried: 4
Hero Points: 2
NOTES:
Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD2 boon
Bodyguard - Recharge to reduce damage to a local character by 3
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: Hakon will move with Varian unless current player suggests otherwise.
Other: See above for strategy options. TURN PAUSED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bodyguard, The Teamster (Harrow), Cure (Core), Blessing of Kofusachi, Sacred Candle, Priest of Pharasma, Gray Maiden Plate, Good Omen (Core), Sacred Candle (2), Divine Insight (Core)
Recharged:
Discard Pile: Compass, Shining Wayfinder, Studded Leather Armor,
Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer,

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

Wisdom 6: 1d6 ⇒ 5 Close but brought to the Barracks


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

Choose to fail the BA check to move to Barracks. This doesn't impact my ability to play blessings.

After hearing strange sounds coming from the area that Hakon left to investigate, Zova rushes over to see what is going on.


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

Proxying: Zadim chooses to fail the BA check and moves to the Barracks.

Continuing Turn.

Zellara the Harrower wrote:

...Zellara sets out the spread and continues speaking. "Looking to the past, I see many images of the Skald Hakon. Anguish and grief. Anger and hatred. And an image of another Skald on his deathbed, a sibling perhaps? The Teamster tells of an unrelenting force, always driving one to move forward." She locks her gaze with Hakon before continuing. "These images shift to look like others, curses of betrayal escaping with their final breaths. Your image shifts to the family they leave behind, similarly in grief. While you quest for vengeance may have ended with Lamm, there are others in this world who lack your determination, your strength, and your refusal to give up. While the half orc in this card is under constant toil from an uncaring taskmaster, he knows that the work he performs is for his betterment and the betterment of others. Be that champion and try to right the wrongs happening in this hospice, even though it is not a burden you ought to have borne."

Zellara then flips over the central column, revealing The Big Sky, The Hidden Truth, and The Theater. Her gaze fixates on the latter of these as she pauses for a moment. Shaking her ghostly head solemnly, she begins. "A theater is normally a happy place, where one goes for entertainment and to forget the worries of the world. However, a dark, more twisted play is being put on at this Hospice. I see a young doctor with a brown coat, but he is not caring for his patients. Instead, he brings them deeper, whether alive or dead at the time, although to where I cannot see due to something blocking any further visions. Beware this 'Doctor' Davaulus, for he answers not to his patients or the wellbeing of Korvosa, but to an altogether darker master....

Zellara's words continue to weigh on Hakon during their stakeout of the Hospice. He remains silent and distant from the remainder of the party, alternating between keeping an alert watch and turning The Teamster card back and forth in restless hands whenever his shift is over.

What occurs behind the closed doors of the Hospice? What darkness has Zellara seen? How could any such darkness exist under the watchful eye of the most trusted of the Crown - the Gray Maidens themselves? Has corruption taken hold of echelons so high in Korvosa? How could the Queen allow it, or fail to know of it?

Hakon tests the edges of the card in his bare fingers, closing his eyes, replaying events in his mind. The end of his brother's murderer at the jaws of their own alligator. The Queen appointing the four of them to the guard. Trinia's would-be execution, and Blackjack's involvement. Vencarlo's involvement. Cressida's own involvement. His involvement.

Blackjack wrote:
"Yes indeed! Let us usher in justice for Korvosa! Down with the queen!"

He aches. His loyalties strained, his uniform uncomfortable. Korvosa was suffering and he had been powerless to heal the city that had offered the promise of new inspirations.

The Hospice, he hopes, will be his doubts may be laid to rest one way or another.

...

Inside, Hakon's unease only grows at the increasing signs of foul, ignoble experimentation. The Skald already was averse to centers of alchemy and peddlers of medicine, but this was shaping up to be something far more sinister. He keeps his weapons close and his head down as they try to avoid attention now that they're inside.

Zadim - Maelwys wrote:
"There might be something useful hidden beyond that space, but those tigers look fierce. I should be able to sneak past them, but the rest of you should clear out first or they might come running out to attack you while I'm sneaking in. I don't want anybody to get bit."

Hakon nods, slipping down a hallway and listening at a door further down. Nothing.

He frowns, mentally preparing an excuse in case someone is indeed inside before he barges in, but he doesn't have any more time to consider his options when he hears approaching footsteps from around the corner. From the sounds of it, someone clad in heavy armor, so it cannot be one of his allies - most likely it's one of the Gray Maidens. Making a snap decision, opens the door and slips inside quickly, closing it behind him. Inside, he finds himself in a storage room lit by an oil lantern.

At least, the shelves of paraphernalia seems like a storage room of a sort. But not medical supplies, for the most part, but personal items. A satchel, a necklace, lots of articles of clothing, some weapons, some armor. To the eyes of one familiar with warfare, it bears a worrying similarity to the types of items that might be scavenged off of corpses, just without the bloodstains.

Hakon's stomach sinks, wondering what became of their owners. He's all the more concerned when he comes across a pair of leather armor emblazoned with the emblem of Korvosa's guard, along with a mace that looks like it came straight out of the Korvosan armories and a compass of a kind issued to guardsmen who need to navigate the sewers under Korvosa. The armor is well-worn. What happened to these two guards, and where are they now?

BA: Hakon automatically fails the Wisdom 6 check (1d4 vs DC 6) and cannot play weapons or spells.

Combat: Hakon uses his Melee skill.
Barracks adds 1d4.
Zadim recharges Shuriken +1 to add his Stealth skill.

Combat/Melee 10: 1d10 + 2 + 1d4 + 1d8 + 4 ⇒ (10) + 2 + (2) + (4) + 4 = 22 -> Pass, no Harrow of Hammers effect.
Defeated.

Before the skald can finish asking himself if these guards had sought to investigate this place too, a screech mere feet away drives the thoughts from his head with an ear-splitting magical wail. He curses, the warhammer he tried to reach for clattering to the ground as he instead swings out a half-blind punch, his eyes somehow half-blind from the scream. His fist hits flesh and feathers, and his vision clears for a moment as he drives the thing back. A harpy!

Hakon tries to reach for the guards' mace behind him before the harpy recovers, but she shrieks again and lunges with inhuman speed, talons outstretched. Hakon raises an arm to defend himself, but he shriek is cut short and she falls lifeless to the ground, a shuriken embedded in her temple. Zadim, Varian and Zova were all close enough to hear the noise and came running.

Hakon clutches his pained head with a groan.

"As ever, Zadim, your timing is impeccable. Now could someone explain to me what a harpy was doing in a storeroom?"

Hakon discards Blessing of Wadjet to examine the top card of his location...
Card # (8 == 10): 1d6 + 3 ⇒ (4) + 3 = 7

Barracks Card 7: Doctor Davaulus:

CotCT
Story Bane 2
Type: Monster
Traits:
Bard
Human
To Defeat:
Wisdom
Perception 5
THEN Combat 9
If you have the Human trait, the difficulty to defeat is increased by 1d8.
If undefeated, advance the hour.

Yet another encounter I should probably consult the party for. I may choose to simply leave the henchman on top and end my turn.
I think this encounter is fair to take right now, though. Zova may take the first check to defeat, with some assistance (a blessing, my character power, etc), then I can take the subsequent combat check to defeat and combat check to close.
As far as I know, however, the conditional difficulty-to-defeat does affect the check regardless of who actually takes the check to defeat, because a human did the actual encounter. There's always the option to leave the encounter for later, though.

Turn Paused, again.

Hakon wrote:

Hand: Double Chicken Saber +1, Magic Leather Armor, Flaming Mace,

Displayed:
Deck: 10 Discard: 4 Buried: 4
Hero Points: 2
NOTES:
Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD2 boon
Bodyguard - Recharge to reduce damage to a local character by 3
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: Hakon will move with Varian unless current player suggests otherwise.
Other: See above for strategy options. TURN PAUSED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sacred Candle (2), Gray Maiden Plate, Bodyguard, Blessing of Kofusachi, Good Omen (Core), Sacred Candle, Priest of Pharasma, Divine Insight (Core), Cure (Core), The Teamster (Harrow)
Recharged:
Discard Pile: Compass, Shining Wayfinder, Studded Leather Armor, Blessing of Wadjet,
Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer,

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

Reveal Sage's Journal. Urban: Recharge Life Drain (for good measure)
Perception 5: 1d6 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (3) + (3) = 8

Varian wrote:

Hand: Lightning Bolt, Codex, Sage's Journal, The Foreign Trader, The Midwife,

Displayed: Radovan (Core),
Deck: 9 Discard: 3 Buried: 4
Current Location: Office
Hero Points: 2
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+4)

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+4)

Foreign Trader: Local Non-Combat, bless and add 1d12

Midwife: Local - Exchange Boon or Non-Story Bane then bless
Movement: Hospice
Other: Urban Local: Add 1d4 to any check in this order: The Midwife, Codex, Sage's Journal, The Foreign Trader, Lightning Bolt

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Korvosan Dandy, Shield Cloak, Shadow Barbs, Bound Imp , Soothing Word, Magic Eye
Recharged: Helpful Haversack, Enervation, Life Drain,
Discard Pile: Zellara's Harrow Deck, Sergeant-at-arms, The Mountain Man,
Buried Pile: Cult Acolyte, Blessing of the Archdevils, Grave Tender, Charm Person,

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

Hakon encounters Doctor Davaulus.

Unfortunately, the encounter with the harpy drew the attention of others beside his allies. A well-dressed Chelaxian bursts into the room - Doctor Davaulus, the head of Korvosa's fight against the blood veil, whom Hakon had the pleasure of meeting in passing some weeks ago. He had never seen the man so much as raise his voice before now, though.

"What on Golarion are you doing tearing up the storeroom!?" Shouts the good Doctor, his face briefly twisted with rage before he notices the uniforms of the five inside. His expression all-too-quickly changes to a thin smile, his rage dissipating like an extinguished candle as his eyes briefly flick to the corpse of the harpy at Hakon's feet.

"Guards? Why I... wasn't informed we had visitors. I'd be happy yo help with your questions, but for quarantine reasons you'll need to be signed into the building so if you'll follow me..." The Doctor turns back to the door only to find Radovan standing in front of it, having closed it behind Davaulus. Another hint of anger crosses the Doctor's face, quickly evaporating.

"I'm afraid I must insist, guardsmen. It's not safe for you to be in here - we're conducting critical but dangerous work here. Authorized by the queen itself, I might add-"

"Of course, Doctor." Varian steps in, matching the smile and demeanor of the Doctor, "But first, we have questions about a musician who came here under your care. Ruan?"

The Doctor's smile seems all too genuine.

"Oh! The Varisian? My cures worked wonders on him, and he was given a clean bill of health just yesterday. If he's not at his house, then perhaps-"

"Nobody's left this hospice in days." Zova asserts, as more of the group step into position to half-circle Davaulus. He clears his throat, silent for a moment before narrowing his eyes on her.

"You must be mistaken. If anything untoward has happened to him in the streets, that would appear to be a failing on your behalf. Now I must insist we properly sign you in and I must return to my work post-haste. Must I inform you that interfering with my research, as it is commissioned by the Queen, could be seen as high treason?" Davaulus has yet to drop his smile, but his threats bely the growing venom in his speech.

Hakon braces himself in mind and spirit for this interrogation as he steps to complete the full-circle around Davaulus the group has formed.

"Doctor. How many people do you treat a day? Give me an estimate for how many are released from your care, daily?" Zadim flatly asks.

Davaulus' smile disappears.

"This plague takes a heavy toll. But that is the nature of disease - it prunes the weak and strengthens the strong. You appear to be on some misguided, foolish crusade, thinking some sword or spell can save this city but it can't. Only the work I do here will bring true strength to Korvosa."

Zadim grips his weapon tightly, sharing a glance with Hakon. Hakon gets the message - there's only so much time before a Gray Maiden returns. Hakon grips the mace he'd picked up, and pushes the question.

"Answer the question. How many do you treat? And why are there guard uniforms in this storeroom? Answer the questions, Doctor."

The Doctor sneers, making an arcane gesture and beginning to vocalize a spell. Zova charges, but Davaulus disappears before them and she stumbles. Hakon curses and looks over his shoulder - did the doctor teleport?

Varian passes the first check to defeat.

Varian closes his eyes for a moment, concentrating.

"Guards up, everyone. Radovan, mind the door. He's still in this room - that was an invisibility spell."

Hakon reaches out his weapon, swinging cautiously back and forth, pushing the concerns evoked by the Doctor's words about the Queen from his head. Varian incants some kind of dispelling magic just as one of the shelves of miscellaneous items suddenly tilts and falls onto Zova and Zadim. Both react in time, catching it with their hands with a grunt as they're pinned in place trying to steady the whole thing.

Radovan rushes to support them as Hakon races behind the shelving, facing up against Davaulus as he tries to tip the shelves further over Hakon's pinned allies. Davaulus steps back and draws a wicked-looking saber. Hakon's question dies on his lips as Davaulus charges with an unexpected speed.

Harrow of Books difficulty increase: 1d6 ⇒ 1
Doctor Davaulus difficulty increase (Human): 1d8 ⇒ 4
Combat: Hakon reveals Flaming Mace to use Melee +1d8+1d4.
Hakon buries Double Chicken Saber +1 to his character power to add his Diplomacy to his Strength check.
Combat/Melee 13 (Hakon, Barracks): 1d10 + 2 + 1d8 + 1d4 + 1d8 + 3 + 1d4 ⇒ (1) + 2 + (6) + (2) + (1) + 3 + (1) = 16 -> Those are some fairly low rolls - I'm glad I played it safe. Pass.
Harrow of Hammers: Hakon discards Sacred Candle from his deck.

Defeated.

Hakon barely parries the first blow with his mace, but lashes out with his free hand to punch Davaulus in the jaw. The doctor reels, and starts to incant another spell. The mace in Hakon's hand alights with magical flame, and Hakon swings it into the doctor's ribs. Distracted with his spell, Davaulus is too slow to respond and crumples over Hakon's weapon.

Closing Henchman defeated: Hakon attempts to close the Barracks.
Combat: Hakon reveals Flaming Mace to use Melee +1d8+1d4.
Zova recharges Blessing of the Green Faith to bless.
Combat/Melee 14 (Blessed, Barracks): 2d10 + 2 + 1d8 + 1d4 + 1d4 ⇒ (3, 9) + 2 + (3) + (4) + (4) = 25 -> Pass; Barracks closed!
Barracks: Each local character heals an Attack, Melee, or Ranged boon. Hakon has none to heal.

Hakon moves to the Blood Pool or, in the alternate, anywhere Zova requests so that I may continue to offer local support.

Hakon displays Magic Leather Armor.

Hakon helps lift the shelving unit off of Zadim and Zova before checking back on Davaulus. Dead.

"No 'doctor' I know uses a saber like that." Zadim notes, kicking the serrated blade along the floor, "That's a tool of assassins. The Red Mantis."

Hakon frowns. How could that be?

All the more reason to investigate what goes on in this hospice. Any concerns arising from the fact that he just killed Korvosa's leading expert on the blood veil can wait until they find the truth of what goes on in this accursed place.

Hakon ends his turn.
Hakon resets his hand.

Hakon wrote:

Hand: Flaming Mace, Blessing of Kofusachi, Cure (Core), Good Omen (Core), Priest of Pharasma,

Displayed: Magic Leather Armor,
Deck: 5 Discard: 5 Buried: 5
Hero Points: 2
NOTES:
Available Support: Cure - Recovery (Discard) to heal a local character 1d4+1 cards
Priest of Pharasma - Bury to heal a local character 1d4+1 cards
Good Omen - Discard to add 1d6+2 to a check to acquire or close
Blessing of Kofusachi - Discard to bless a check, Recharge if hour has a Constitution CtA. Use sparingly unless it would recharge.
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: Hakon will move with Varian unless current player suggests otherwise.
Other: If an hour has a Constitution check to acquire, then at the end of that player's turn Hakon will Cure himself and - if Shining Wayfinder is healed - recharge Blessing of Kofusachi to search and draw Shining Wayfinder from his deck.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gray Maiden Plate, Divine Insight (Core), The Teamster (Harrow), Sacred Candle (2), Bodyguard
Recharged:
Discard Pile: Compass, Shining Wayfinder, Studded Leather Armor, Blessing of Wadjet, Sacred Candle,
Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer, Double Chicken Saber +1,

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.

Notes for Zova: Recharged Blessing of Green Faith, may heal an Attack/Melee/Ranged Boon, move on Barracks closure
Notes for Zadim: Recharged Shuriken +1, may heal an Attack/Melee/Ranged Boon, move on Barracks closure
Notes for Varian: Given Enervation, may heal an Attack/Melee/Ranged Boon, move on Barracks closure
Random Card(s) Used: Ally: Korvoson Dandy

Base 1-7 remain
Barracks BANISHED 4-10 remain // SHUFFLED (Card 8 currently being encountered)
Hospice 1-11 remain // 1 = Sleep
Hakon - Blood Pool 1-11 remain // 1 = Desna's Freedom
Office 2-7 remain // 2 = Biting Tigers


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. No Attack/Melee/Ranged boons in discard so nothing healed on Barracks close. Move to Blood Pool alongside Hakon. Will assume the rest of the party moves there as well (or at least doesn't move to Office).

Hour of Zon-kuthon's Pain. Before my Move step, recharge Sarenrae's Light to heal Hakon 1 card. Then move to Office and explore.

Office 2: Biting Tigers. Nobody else is at my location so the BA does nothing. Choose Stealth, discard Fire Gecko to my character power to add my Survival. Stealth 9: 1d8 + 1 + 1d8 + 4 ⇒ (1) + 1 + (8) + 4 = 14 Defeated.

Send Balmberry to recovery to heal 1 card (Fire Gecko). Then discard The Tangled Briar to explore; it's my Harrow so I'll heal an ally (Raven).

Office 3: Henchman Proxy B3 (Queen's Physician). Let's use the scenario power to attempt to evade it, as it's non-closing. Stealth 5: 1d8 + 1 ⇒ (2) + 1 = 3 Nope, encounter it. Choose Stealth, recharge Aspect of the Hawk for my character power to add Survival. Stealth 7: 1d8 + 1 + 1d8 + 4 ⇒ (7) + 1 + (7) + 4 = 19 Automatic success, defeated.

End turn, attempt to recover Balmberry. Reveal Erutaki Coat to add 1. Survival 8: 1d8 + 5 ⇒ (1) + 5 = 6 I think this is worth using a reroll on given that a bunch of henchmen give scourges. Survival 8: 1d8 + 5 ⇒ (7) + 5 = 12 Recharged. Choose Hand Size of 7 as I reset.

The revelation of Davaulus's affiliation with the Red Mantis assassins deeply unsettles Zova, and she decides to try her hand at placating the tigers that Zadim found to help re-orient herself. Animals, at least, she's good with. They don't tend to hide their true colors. After tending to a scratch that Hakon took in his fight, she departs for the office.

Zova thinks that a good way to get the tigers out of the way is to grab their attention via noise, but never let them see her. She makes the sound of an injured raven to entice the tigers to an easy meal, and while staying hidden leads them out of the office and out through a back door. Her antics do seem to have caught the attention of one of the physicians, but Zova thinks it best to not announce her presence to that doctor either, staying out of sight until the doctor returns to whatever they were doing before.

Zova wrote:

Hand: Fire Gecko, Erutaki Coat, Blessing of Ketephys, Sarenrae's Light, Dog, Angelstep, Cloud Puff,

Displayed:
Deck: 6 Discard: 2 Buried: 3
Current Location: Office
Hero Points: 1
CCT-2C Playmat: available
CCT-2C Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Blessing of Ketephys: On any check, discard to bless (twice if check invokes Animal).
- Sarenrae's Light: Recharge to heal another local character a card.
- Angelstep: Heal 1d4+1 cards if local to Zova.
- Cloud Puff: Ignore a bane's powers that happen before or after acting if local to Zova.
Ask in Discord before using:
- N/A
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Frog, Raven, Amulet of Mighty Fists, Blessing of the Green Faith
Recharged: Aspect of the Hawk, Balmberry,
Discard Pile: The Tangled Briar, The Midwife,
Buried Pile: Stone Axe +1, Stone Weasel, Porcupine,

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: Recharged Shuriken +1, may heal an Attack/Melee/Ranged Boon, move on Barracks closure
Notes for Varian: Given Enervation, may heal an Attack/Melee/Ranged Boon, move on Barracks closure
Notes for Hakon: Heals 1 card
Random Card(s) Used: Ally: Korvoson Dandy

Base 1-7 remain

Hospice 1-11 remain // 1 = Sleep
Hakon - Blood Pool 1-11 remain // 1 = Desna's Freedom
Zova - Office 4-7 remain


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

Hour of The Locksmith On your check, you may recharge a card to replace all d4s with d8s.

Start of turn, draw Korvosan Dandy and Magic Eye. Recharge both.


Free explore and encounter Desna's Freedom
Reveal Codex

Perception 4+2: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Acquired!

Discard The Midwife to explore and encounter Manticore. Nope! The Midwife exchanges it with Dire Badger
Discard The Foreign Trader. Urban: Recharge Desna's Freedom

Perception 6: 1d6 + 1 + 1d12 + 1d4 ⇒ (6) + 1 + (5) + (2) = 14 Banished
3 Perception checks in a row.

Miraculously, even with the commotion in the storeroom, Varian's companions have managed to keep a low profile. It helps that there are often wails and loud complaints from the sick and dying in the wretched place. Before leaving the store room, Varian collects some fresh physician's robes and masks for the group. It's clear from Doctor Davaulus's reaction, our guard uniforms will not get us much further.

Uncomfortably attired, Varian leads the others, save Zova, down below, where there are fewer patients and more physicians. By the luck of Desna, the find themselves in the middle of an experimentation ward.

Quote:
Rows of white-sheeted beds line the walls of this room. Each bed holds a patient restrained by leather straps that bind the figure to the sturdy metal frame. At the room’s center stretch simple wooden worktables, each covered in fluid-filled beakers, intricate glass tubes, small burners, and other alchemical instruments.

Varian hides his disgust behind the physician's mask and begins to gather evidence of these madmen are attempting. Notes and scribblings are abundant as the results of vicious experimentation are laid bare. With some cursory readings, it becomes clear that the "patients" here were never sick and are in fact resistant to the disease. The work in this chamber is to find out why.

One poor soul has tubes and fluids connecting their comatose body with that of a cage Dire Badger (which Varian nearly mistook for a hairy manticore). Varian feels the bile creep up his throat, and not from practicing magic this time. He and the others take care not to disturb this scene...yet.

Varian wrote:
Hand: Lightning Bolt, Shadow Barbs, Codex, Sage's Journal, Bound Imp , Soothing Word, Shield Cloak,

On Zadim's turn, banish Bound Imp to recovery to draw Helpful Haversack and Enervation

Varian wrote:

Hand: Helpful Haversack, Shield Cloak, Soothing Word, Shadow Barbs, Enervation, Codex, Sage's Journal, Lightning Bolt,

Displayed: Radovan (Core),
Deck: 4 Discard: 5 Buried: 4
Current Location: Blood Pool
Hero Points: 2
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+4)

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+4)

Enervation: Combat Check - reduce difficulty by 2d4
Movement: Office
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Life Drain, Magic Eye, Korvosan Dandy, Desna's Freedom,
Discard Pile: Zellara's Harrow Deck, Sergeant-at-arms, The Mountain Man, The Midwife, The Foreign Trader,
Buried Pile: Cult Acolyte, Blessing of the Archdevils, Grave Tender, Charm Person,

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: Recharged Shuriken +1, may heal an Attack/Melee/Ranged Boon, botted to Blood Pool
Notes for Hakon: Heals 1 card
Random Card(s) Used: Ally: Korvoson Dandy, Monster: Dire Badger

Base 1-7 remain

Hospice 1-11 remain // 1 = Sleep
Hakon, Varian, Zadim - Blood Pool 3-11 remain
Zova - Office 4-7 remain


Off-turn, recharge Shurikan +1. No boons to heal. Move to Blood Pool

Turn 7, under the Incitation

Zadim follows the others into the Experimentation Ward. Peeking ahead he quickly spots one of the "Nurses". He sneaks into the room past the nurse, and gathers up some of the notes that Varian had pointed towards. Having found what they were looking for, he's eager to leave this place, and guides the others back towards the office to see how Zova has done with those tigers.

Free Exploration - Blood Pool #3: Queen's Physicians.
Varian recharges Helpful Haversack for +1d4 Urban.
Stealth 7: 1d8 + 4 + 1d4 ⇒ (3) + 4 + (2) = 9 - Success
Bury War Drum and The Locksmith to close.
Heal The Theatre after closing.
Everybody rejoins Zova in the Office, now that the Tigers are gone.

Draw 2 to reset my hand.

Zadim wrote:

Hand: Humanbane Rapier, Scorpion Whip, Daggermark Poisoner, Blessing of Wadjet, The Theater, Blessing of Abadar,

Displayed:
Deck: 8 Discard: 0 Buried: 5
Hero Points: 2
NOTES:
Available Support: Local Combat: Recharge Scorpion Whip to add 1d8+4
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire
Any Barrier: Discard Abadar to bless twice
Movement: Keep me with the group
Other: 2C Shirt Reroll NOT Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blue Star, The Joke, Armor of Insults, Blowgun, Gem of Physical Prowess
Recharged: The Survivor (Harrow), Dawnflower's Petal, Shuriken +1,
Discard Pile:
Buried Pile: Spider (Core), Spider Venom, Studded Leather Armor, War Drum, The Locksmith,

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.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.

Status Link
Most Recent BR Refresh

Notes for Varian: Recharge Handy Haversack
Notes for Hakon: Heals 1 card
Random Card(s) Used: Ally: Korvoson Dandy, Monster: Dire Badger

Base 1-7 remain

Hospice 1-11 remain // 1 = Sleep

Zova, Hakon, Varian, Zadim - Office 4-7 remain


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

OFF-TURN ACTIONS:
From Zova: Hakon is healed for 1: (Blessing of Wadjet). Deck shuffled.
On Zova's turn, per my notes: Hakon sends Cure to Recovery to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards.
Hakon is healed for 2: (Shining Wayfinder, Studded Leather Armor). Deck shuffled.
Hakon recharges Blessing of Kofusachi (the hour has a Constitution CtA) to search his deck for Shining Wayfinder, drawing it.

========================
Hakon starts his turn.
Hour Power: On your blessed check, you may reroll any dice showing 1.

Hakon gives Good Omen (Core) to Varian.

Hakon observes the physician's suit offered by Varian. He defers to the wizard's wisdom and dons it, quietly grateful for the concealment it provides for his furrowed brow and how easy it makes concealing his clenched fingers amidst the loose robes.

"I'll secure the evidence found here, and try to... move the Doctor." Hakon excuses himself as the rest continue the investigation. He remains in the storeroom, trying to right the shelves, to bring the body out of sight and to spill some strange alchemical mixtures he found to hide the smell of blood with the stench of some reagent resembling embalming fluid.

As he works to ensure that their intrusion isn't discovered too early, his unsettled mind repeats his past encounters.

Hakon moves to the Base.
Free exploration: Hakon looks at the top 3 cards of the Base and draws...

Vencarlo Orisini:

CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.

The remaining cohorts are returned in the same order.

Base: Hakon draws Blessing of Wadjet.

The noble swordsman's defense of the painter, Trinia, over the Queen's own judgement.

Hakon discards Priest of Pharasma to explore again. Hakon looks at the top 3 cards of the Base and draws...

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.

The remaining cohorts are returned in the same order.

Base: Hakon heals 1 card (Priest of Pharasma).

The Field-Marshal herself, complicit in the... treason.

Hakon discards Blessing of Wadjet to examine the top card of his location, then explores. Hakon looks at the top 3 cards of the Base and draws...

Thousand Bones:

CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.

The remaining cohorts are returned in the same order.

Base: Hakon heals 1 card (Blessing of Wadjet).

The Shoanti elder, Thousand Bones, representatives of a people gravely wronged by Korvosa once before. A shameful history.

Hakon discards Shining Wayfinder to examine the top card of his location, chooses not to shuffle, then explores. Hakon looks at the top 3 cards of the Base and draws...

Trinia Sabor:

CotCT
Supporter 1
Traits:
Bard
Human
Veteran
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.

Base: Hakon heals 1 card (Shining Wayfinder).

The wrongfully accused artist, saved by the folk hero Blackjack.

Blackjack, it appears, is more beloved than the current monarch to the people of Korvosa. And with what is happening under her watch in this disgusting place, it seems the people's faith is better directed towards that masked vigilante than the Queen. If only Blackjack could see what was happening in these "places of healing". If only he could be everywhere at once, perhaps he could affect the change the city is crying out for.

Blackjack's story, Hakon realizes, is the story he came to seek.

Hakon displays Vencarlo Orisini, Cressida Kroft, Thousand Bones and Trinia Sabor.

Hakon ends his turn.
Recovery: Hakon is proficient, but chooses not to attempt the check to recharge his Cure spell, and so it is discarded.
Hakon resets his hand.

Hakon wrote:

Hand: Flaming Mace, Blessing of Wadjet, Studded Leather Armor, Bodyguard, Sacred Candle (2),

Displayed: Magic Leather Armor, Vencarlo Orisini, Cressida Kroft, Thousand Bones, Trinia Sabor,
Deck: 6 Discard: 3 Buried: 5
Hero Points: 2
NOTES:
Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD2 boon
Sacred Candle - Bury to draw the hour outside of an encounter (use to avoid a nasty hour power, or draw a powerful blessing)
Vencarlo Orisini - Bury to add +1d6 after a combat roll
Trinia Sabor - Bury to add 1d4+2 to any non-combat check
Thousand Bones - Bury to heal any character 1d4+1 cards
Movement: Hakon will move with Varian unless current player suggests otherwise.
Other: If anyone may conduct an exploration that could end the game, Hakon will bury Cressida to draw a new boon of the party's choice.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gray Maiden Plate, The Teamster (Harrow), Blessing of Kofusachi, Shining Wayfinder, Priest of Pharasma, Divine Insight (Core)
Recharged:
Discard Pile: Compass, Sacred Candle, Cure (Core),
Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer, Double Chicken Saber +1,

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.

Notes for Varian: Recharge Handy Haversack, Given Good Omen
Random Card(s) Used: Ally: Korvoson Dandy, Monster: Dire Badger

Hakon - Base 2,5,7 remain // All cards known (by process of elimination)

Hospice 1-11 remain // 1 = Sleep

Zova, Varian, Zadim - Office 4-7 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 Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

During This Scenario: When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

Additional Rules:

Wildcards

Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.
Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.

Harrows

The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

Zova: 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.

Varian: 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.

Zadim: The Survivor:

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

Hakon: 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.

Story Banes

Dangers: Grey Maiden Guard, Queen's Physician
Villain: None
Henchmen (closing): Doctor Davaulus, Rolth Lamm, Queen's Physicians - Proxy A
Henchmen (non-closing): Queen's Physicians - Proxy B

Scenario Level (#): 3

Turn: 9, Zova/skizzerz

Random Cards:

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

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

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:
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.

Barriers
Spoiler:
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.

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

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

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

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

Spells
Spoiler:
Harrowstrike
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Force
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.

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


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

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.


Armors
Spoiler:
Shield of Resistance
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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

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

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

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

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


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

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

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

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

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

Spoiler:
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.

Hour Power: 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.

Current Hour:

The Rabbit Prince:
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.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
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 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
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.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 6 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
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 7 Hakon/Yewstance:
Spoiler:
Hourglass Card 7 Hakon/Yewstance
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 8 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
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 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
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.
Hourglass Card 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
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 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
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.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 Zova/skizzerz
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 15 Hakon/Yewstance:
Spoiler:
Hourglass Card 15 Hakon/Yewstance
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 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 Zova/skizzerz
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 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
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.
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 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.
Hourglass Card 20 Zova/skizzerz:
Spoiler:
Hourglass Card 20 Zova/skizzerz
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
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 21 Varian/NathanDavis:
Spoiler:
Hourglass Card 21 Varian/NathanDavis
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Scenario Deck Card 1 (Gray Maiden Guard):

Gray Maiden Guard
CotCT
Story Bane 2
Type: Monster
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 11+##
OR Charisma
Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.
Scenario Deck Card 2 (Queen's Physician):

Queen's Physician
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 11
OR Fortitude
Stealth 7
Resistant to Attack and Poison.
If undefeated, suffer the scourge Plagued.

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 ?: 3
Located/Displayed Here: Hakon/Yewstance, None

Base Card 1 (Amin Jalento):
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Base Card 2 (Ishani Dhatri):
Ishani Dhatri
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
Base Card 3 (Keppira D'bear):
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.

Location #2: Hospice
Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 2
Located/Displayed Here: None
Hospice Card 1 (Sleep):
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.
Hospice 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.
Hospice Card 3:
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hospice 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.
Hospice Card 5:
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.
Hospice Card 6:
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.
Hospice Card 7:
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.
Hospice Card 8:
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.
Hospice Card 9:
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.
Hospice Card 10:
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.
Hospice Card 11:
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.

Location #4: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, Zova/skizzerz, None
Office Card 1:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Office Card 2:
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
Office Card 3:
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.
Office Card 4:
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.


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

Hour of The Rabbit Prince. Stay at Office and explore.

Office 1: Wounded Wanderer. This means all that's left in the location is the story bane and boons, so my vote goes to farming the boons out of here before closing. Anyway, back to the encounter.

Despite having 2 cards in my hand that can heal people, neither of them have the Healing trait. So, make a Survival check. Varian recharges Shield Cloak to add 1d4. Reveal Erutaki Coat to add 1. Survival 8: 1d8 + 4 + 1d4 + 1 ⇒ (3) + 4 + (2) + 1 = 10 Success, defeated.

Summon and encounter a random ally with Diplomacy in its check to acquire: it's the first one. Card Caster (Ally 0). Not worth spending resources on but the explore will be nice if I luck into it. Intelligence 5: 1d6 ⇒ 6 Acquired.

Discard Card Caster to explore, adding 1d4 on all combat, Knowledge and Perception checks this exploration.

Office 2: Rolth Lamm. Time to mostly wipe my hand I guess. Before acting, I'll summon and encounter Wight. I'll then discard Sarenrae's Light to evade it. I'll use my bare fists. Card Caster adds 1d4 to this combat check. Discard Dog to character power to add my Survival and the Animal trait. Discard Blessing of Ketephys to bless twice. Zadim recharges Scorpion Whip to add his Stealth (1d8+4). Combat 15/19 (20): 3d6 + 1d4 + 1d8 + 4 + 1d8 + 4 ⇒ (5, 3, 4) + (1) + (8) + 4 + (6) + 4 = 35 Very overkilled, banished. After acting, send Cloud Puff to recovery to ignore Rolth's power. I will keep Office open (not attempting to close) so we can farm the remaining 2 boons in there.

Send Angelstep to recovery to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards: The Midwife, The Tangled Briar, Blessing of Ketephys, Card Caster. Then end turn.

Recover Cloud Puff: reveal Erutaki Coat to add 1. Survival 5: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 Automatic success, recharged. Recover Angelstep: reveal Erutaki Coat to add 1. Varian recharges a card (Soothing Word was next on the list, but maybe wants to recharge something else?) to add 1d4. Survival 9: 1d8 + 4 + 1 + 1d4 ⇒ (5) + 4 + 1 + (1) = 11 Recharged. Choose a Hand Size of 7.

A sliding panel in the office suddenly opens, revealing a Varisian man. He is quite pale, with lacerations throughout his body, although no signs of the plague. Zova tends to him using some of the clearly-unused medical supplies laying around the office as the man recounts his tale.

"I am a Harrower by trade, and I thought another client had come to visit me for a reading. But they abducted me instead, and brought me into this awful temple. There were others too in there, not as lucky as me. A man, Rolth Lamm he called himself I think, was trying to turn all of us into zombies! I managed to escape and found an elevator that led me here. Uh... where are we, exactly?"

Zova grimaced at the mention of the name "Lamm," and it seems it didn't escape the notice of the others in the room either. She didn't have much time to answer the man's question or obtain any further details before more figures appeared behind the secret door: an undead wight and an unkempt and ugly man.

"Ahhh! That's him!" exclaims the Harrow card caster. He attempts to stand up but can't summon the energy to do so. The shock of what he has undergone combined with the fear of seeing this man instead causes him to faint.

Without stopping to think, Zova launches herself at Rolth, her face contorting to a more canine-looking muzzle. She bites and pummels the man before he could react with a command to his minion or a spell of his own. Zadim takes advantage of the distraction and begins suffocating him from behind with his whip. In short order, Rolth Lamm lay dead on the ground. The wight simply watched, having received no order to do anything, although that peace wouldn't last long. The group makes short work of it before it realizes it is no longer under the thrall of the necromancer and starts to fight back.

With that all taken care of, the elevator down to the depths underneath the hospice beckons. But first, it might be good to finish securing the area above. After all, the last thing you want is reinforcements coming from behind you.

Zova wrote:

Hand: Fire Gecko, Raven, Blessing of Ketephys, Erutaki Coat, Amulet of Mighty Fists, Aspect of the Frog, The Midwife,

Displayed:
Deck: 7 Discard: 2 Buried: 3
Current Location: Office
Hero Points: 1
CCT-2C Playmat: available
CCT-2C Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Blessing of Ketephys: On any check, discard to bless (twice if check invokes Animal).
- The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with new card of the same type instead; all checks against it are blessed.
Ask in Discord before using:
- N/A
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith, The Tangled Briar, Balmberry, Card Caster, Aspect of the Hawk
Recharged: Cloud Puff, Angelstep,
Discard Pile: Sarenrae's Light, Dog,
Buried Pile: Stone Axe +1, Stone Weasel, Porcupine,

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: Recharge Scorpion Whip
Notes for Varian: Recharge Handy Haversack, Shield Cloak, and 1 other card. Given Good Omen
Random Card(s) Used: Ally: Card Caster

Hakon - Base 1-3 remain // All cards known

Hospice 1-11 remain // 1 = Sleep

Zova, Varian, Zadim - Office 3-4 remain // Only boons remain


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

Off turn recharge Helpful Haversack
Varian attempts to recover all cards in his Recovery pile. Urban: Recharge Shield Cloak
Bound Imp : Arcane 8: 1d12 + 4 + 1d4 ⇒ (2) + 4 + (1) = 7 -> Bound Imp discarded.
Receives Good Omen. Recharges Soothing Word and Shadow Barbs

Hour of The Carnival

Start of turn, draw Life Drain and Magic Eye, recharge Life Drain and Enervation.


Move to Hospice
Free explore and encounter Sleep

Arcane 7: 1d12 + 4 ⇒ (4) + 4 = 8 Acquired!

Banish Magic Eye to recovery to examine:
Hospice Card 2: Fiery Glare
Hospice Card 3: Norgorber's Shadow
Hospice Card 4: Henchman Proxy A1


During Recovery discard Magic Eye. Before reset, recharge Magic Eye

Fearful that the commotion caused by Zova's bestial wrath against Rolth Lamm may have caused a commotion, Varian quickly...and a casually makes his way to the Sick Ward. Fortunately, the incessant groaning, wheezing, and coughing of those consumed with blood veil echoes through the chamber blunting the impact of their passing.

Varian's third eye erupts from his forehead to look for any and all physicians it can find. They are growing suspicious. It will not be long before they notice key members of their cult missing.

Seeing Varian deep in concentration, Radovan strategizes. "The stealth, misdirection, and craftiness required to keep the physicians at bay seems much more in Zadim's bailiwick."

"There are things, I'm more...suited for. And Norgorber has yet to call me a friend," Varian admits while pocketing a narcotic concoction amongst the vials of "treatments."

Varian wrote:

Hand: Korvosan Dandy, Good Omen, Sleep, Desna's Freedom, Codex, Sage's Journal, Lightning Bolt,

Displayed: Radovan (Core),
Deck: 7 Discard: 6 Buried: 4
Current Location: Hospice
Hero Points: 2
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+4)

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+4)

Sleep: local check against monster or ally, add 1d6.

Korvosan Dandy: local Charisma/Diplomacy, add 1d6

Blessing Available
Movement: Office
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Helpful Haversack, Shield Cloak, Soothing Word, Shadow Barbs, Enervation, Life Drain, Magic Eye,
Discard Pile: Zellara's Harrow Deck, Sergeant-at-arms, The Mountain Man, The Midwife, The Foreign Trader, Bound Imp ,
Buried Pile: Cult Acolyte, Blessing of the Archdevils, Grave Tender, Charm Person,

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: Recharge Scorpion Whip
Random Card(s) Used: Ally: Card Caster

Hakon - Base 1-3 remain // All cards known

Varian - Hospice 2-11 remain // 2=Fiery Glare 3=Norgorber's Shadow 4= Henchman Proxy 1

Zova, Zadim - Office 3-4 remain // Only boons remain


Zova's turn: Recharge Scorpion Whip

Turn 11, under the Harrow of the Vision
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Examine Office #3: Giant Slug. Not Magic.
Move to Hospice

Zadim is busy cleaning up the body of Lamm when he gets a sudden vision of a slug nearby... shuddering slightly he thinks that seems more like Zova's domain than his own, so he leaves Zova with the slug and heads off to see where Varian and Radovan wandered off to.

Free Exploration - Hospice #2: Fiery Glare.
Reveal Blessing of Wadjet for +1d4
Check to Acquire - Intelligence 5: 1d8 + 1d4 ⇒ (8) + (4) = 12 - Acquired

Finding them in the Sick Ward, Zadim starts to poke around for any evidence. He finds a pile of papers, but rather than being any usable evidence of any sort it turns out just to be a low level spell scroll. He pockets it in case Varian wants to check it out later, and then moves on.

Discard Blessing of Wadjet to explore - Hospice #3: Norgorber's Shadow
Blessing of Wadjet gives me +1 die
Check to Acquire - Stealth 5+3=8: 2d8 + 4 ⇒ (2, 6) + 4 = 12 - Acquired

Up ahead he spots more of these creepy doctors guarding something. Seeing that there are two of them this time, he utters a short prayer to Norgorber to grant him extra stealth, and then feeling the blessing of the god fall over him like a dark shadow, he sneaks forward.

Discard Daggermark Poisoner to explore - Hospice #4: Queen's Physician
Recharge Norgorber's Shadow to bless.
Check to Defeat - Stealth 7: 2d8 + 4 ⇒ (7, 2) + 4 = 13 - Defeated
Attempt to close, summon Queen's Physician
Discard Blessing of Abadar to bless.
Check to Defeat - Stealth 7: 2d8 + 4 ⇒ (7, 5) + 4 = 16 - Defeated
Location is closed, no scourge to heal. Move to the Office. I presume Varian also moves to Office in case Urban bonus is needed to help acquire things.

Zadim sneaks up on both doctors one at a time, approaching them from the shadows and dispatching them before they can utter a sound to alert anybody. Soon enough, both of their bodies have been silently dragged off into the shadows where they won't be spotted right away. Zadim signals back to Varian and Radovan that the coast is now clear, and the sick ward has been secured.

Recharge Fiery Glare to examine Office #3: Giant Slug. Draw 4 to end my turn.

Zadim wrote:

Hand: Humanbane Rapier, Blowgun, Armor of Insults, Gem of Physical Prowess, The Joke, The Theater,

Displayed:
Deck: 7 Discard: 3 Buried: 5
Hero Points: 2
NOTES:
Available Support: Local Combat: Recharge Blowgun to add 1d8+4
After Slug, recharge Armor to examine final card
Any Craft, Diplomacy, Disable, or Stealth: Recharge The Joke to bless
Movement: Keep me with the group
Other: 2C Shirt Reroll NOT Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blue Star
Recharged: The Survivor (Harrow), Dawnflower's Petal, Shuriken +1, Scorpion Whip, Norgorber's Shadow, Fiery Glare,
Discard Pile: Blessing of Wadjet, Daggermark Poisoner, Blessing of Abadar,
Buried Pile: Spider (Core), Spider Venom, Studded Leather Armor, War Drum, The Locksmith,

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.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.

Status Link
Most Recent BR Refresh

Random Card(s) Used: Ally: Card Caster

Hakon - Base 1-3 remain // All cards known

Zova, Varian, Zadim - Office 3-4 remain // 3 = Giant Slug, 4 = Unknown boon


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

Breaking from his stupor, Hakon reunites with Zova after her encounter with Rolth. He's grateful that his friends are safe, but there's a sad tale here that he's hardly blind to.

Gaedren's son lies dead at their hands, like his father before him. There's some poetry to that unpleasant little story, one unsure if Hakon ever will wish to tell.

Hakon starts his turn.
Hour Power: At the start of your turn, summon and encounter an ally.

From The Marriage hour power: Hakon summons and encounters...

Burglar:

CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
Diplomacy 6 (Blessing of Wadjet): 1d8 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9 -> Pass.
Acquired.

Varian, Radovan and Zadim scout ahead whilst Zova and Hakon secure the office of any further evidence. It seems that harrower was hardly the only abductee in the place - some poor street child with wild eyes had somehow folded themselves into the cabinet underneath a desk. They lash out at Hakon when he opens it to look for clues and come tumbling out in the process.

Hakon strips off his plague mask, tossing it aside as he subdues the struggling youth, convincing them that he's not among the 'doctors' here but with the guard. The distinction doesn't seem to bring the child much comfort, but the child at least nods when Hakon explains to him that they are safe now and he'll be getting them out of this place soon. The child doesn't otherwise talk or help, but Hakon takes some relief in noting a lack of physical injuries on the child beyond their concerning lack of weight - had they snuck in here on purpose?

Hakon buries Cressida Kroft to draw an Attack spell.

Harrowstrike:

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

The fainted Harrower comes to with a start as Hakon shakes his shoulder, lifting him a bit to prepare him to move.

"Gracious, is he gone? Oh Gods, that's him, isn't it? He's dead? Dreadful, oh Gods-" He panics, before fainting again. Hakon sighs, letting him slump to the floor for now.

Hakon buries Sacred Candle to draw The Marriage.
The hour power is now "At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.".

Hakon moves to the Office.
Free exploration:

Office Card 3: 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.
In the hunt for an Ally 2; I ask that Zova discard The Midwife to replace this ally with a new random ally and bless my checks against it.
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.
Oh well.
Wisdom 3 (Blessed): 2d4 ⇒ (3, 4) = 7 -> Pass.
Acquired.

A small whine catches Hakon off-guard, and he spins around to see Zova holding a small, young dog in her arms. Hakon sees a tight steel collar on it, wearing at its fur and with the remnants of some kind of broken chain hanging from it - Zova had clearly rescued a test-subject of the four-legged kind.

As Zova calms the pup and holds it still, Hakon grasps at the padlock holding the collar closed, getting a solid grip on the rusted old thing and physically tearing the lock open. They spring the collar off of the dog as the pup eagerly licks at both of their faces and hands.

Zadim recharges Armor of Insults to examine the final card of the Office...

Office Card 4: 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.

Hakon discards Dog to explore.
Melee 6: 1d10 + 2 ⇒ (8) + 2 = 10 -> Pass.
Acquired.

Location Empty: Hakon attempts to close the Office.
Varian recharges Korvosan Dandy to add 1d6.

Diplomacy 7 (Korvosan Dandy): 1d8 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13 -> Pass; Office closed!

When the remainder of the party returns to the office, the group plans how to get the freed subjects, prisoners and stowaways to a safe place before they explore the strange hospice depths from the elevator.

We win!

Hakon wrote:

Hand: Flaming Mace, The Marriage, Blessing of Wadjet, Bodyguard, Harrowstrike, Warhammer,

Displayed: Magic Leather Armor, Vencarlo Orisini, Studded Leather Armor, Thousand Bones, Trinia Sabor,
Deck: 7 Discard: 4 Buried: 7
Hero Points: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Divine Insight (Core), Shining Wayfinder, Burglar, The Teamster (Harrow), Gray Maiden Plate, Priest of Pharasma
Recharged:
Discard Pile: Compass, Sacred Candle, Cure (Core), Dog,
Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer, Double Chicken Saber +1, Sacred Candle (2), Cressida Kroft,

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.


 
 
 
 
 
Development

This was not what you expected to find inside a hospital. While the Gray Maidens protected them, the plague mask–wearing Queen’s Physicians were about some most horrible business.

Their experiments can only be described as gruesome. Certainly no one suffering from the plague had their condition improved by the doctors’ ministrations. The necromancer Rolth Lamm supervised the doctors’ work, operating on patients while they were still alive with no intent of saving them.

As the many prisoners—sorry, patients—succumbed to their infections, their bodies were disposed of in the most callous of manners, tossed to the sewers below. The head of the hospice, Doctor Davaulus, wasn’t trying to cure the plague; he was trying to spread it.

But what bothered you most was that Davaulus was willing to go to his doom protecting an even viler secret: what happened to those whose bodies overcame the plague. Now you must investigate the levels under the hospice, for there is even more gruesome work below.

Reward

Each character gets a hero point. The party gains a supporter feat.

Acquired Cards

Sergeant-at-arms (Ally 2)
Dog (Ally 0)
Card Caster (Ally 0)
Studded Leather Armor (Armor 0)
Magic Leather Armor (Armor 1)
Desna's Freedom (Blessing 1)
Norgorber's Shadow (Blessing 2)
The Midwife (Blessing 1)
The Marriage (Blessing 1)
Compass (Item 0)
Helpful Haversack (Item 1)
War Drum (Item 0)
Charm Person (Spell 1)
Fiery Glare (Spell 0)
Harrowstrike (Spell 1)
Sleep (Spell 0)
Flaming Mace (Weapon 2)
Warhammer (Weapon 0)


 
 
 
 
 
2D: The Cult of Urgathoa

A wooden cargo lift ratchets downward from the Hospice of the Blessed Maiden above. You have defeated Doctor Davaulus and his murderous Queen’s Physicians, whose mission was to spread the plague among the citizenry of Korvosa. He went to his grave defending the access to the underground bunker, likely because he knew his complicity would have been punished by a swift swing from the queen’s axe.

As you head into the depths, you start to put all of this together. A supposed plague ship is sunk before anyone can confirm whether the plague is onboard, and its slain captain bears a symbol of the dark goddess Urgathoa. Wererats are framed by a mob. Vampire spawn roam the city due to an incursion of a more powerful undead force. A party of well-todo Korvosans catches the plague and then turns into zombies before anyone can figure out how. A Varisian musician disappears after evincing an immunity to the blood veil.

These seemed like unconnected threads. In the chaos of a plague zone, any number of disasters might befall the populace. But now, you’ve exposed the diseased vein at the heart of the conspiracy to kill Korvosa.

The Queen’s Physicians, protected by the Gray Maidens, roamed the streets claiming to work toward a cure, but instead recruited victims for their experiments. Its leader, a renowned healer, was unmasked as a spreader of disease and an ally to a necromancer. And now you, on the queen’s instructions, are heading into a dank dungeon below the city streets.

Something tells you that you’d better be careful who you tell what you find down here.

Story Banes

Dangers: Blood Veil, Cultist

Villain: Lady Andaisin

Henchmen (Closing): Leukodaemon, Vampire (Ramoska Arkiminos), Proxy A (Cultist)

During this Scenario

When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist - Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.

When you encounter a cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.

Wildcards:

Wildcard: 1d18 ⇒ 2 Besieged: After you move, suffer 1 Ranged Combat damage.
Wildcard: 1d18 ⇒ 10 Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Wildcard: 1d18 ⇒ 12 Withering: At the end of your turn, bury a random card from your discards.

Harrows

The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

Zova: 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.

Varian: The Survivor:

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

Zadim: 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.

Hakon: 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.


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 Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

During This Scenario: When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist—Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.

When you encounter a Cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.

Additional Rules:

Wildcards

Besieged: After you move, suffer 1 Ranged Combat damage.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Withering: At the end of your turn, bury a random card from your discards.

Harrows

The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

Zova: 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.

Varian: The Survivor:

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

Zadim: 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.

Hakon: 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.

Story Banes

Dangers: Blood Veil, Cultist

Villain: Lady Andaisin

Henchmen (Closing): Leukodaemon, Vampire (Ramoska Arkiminos), Cultist—Proxy A

Scenario Level (#): 3

Turn: 0, Hakon/Yewstance

Random Cards:

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

Spoiler:
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.

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

Spoiler:
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:
Mimic
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.

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

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

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

Spoiler:
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.

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

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

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

Spoiler:
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:
Deflect
Core
Spell 0
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 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:
Magic Eye
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

Spoiler:
Burst Bonds
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 5
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.

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


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:
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.


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

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

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

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

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

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

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

Spoiler:
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.

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

Spoiler:
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.

Spoiler:
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

Spoiler:
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.

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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/skizzerz:
Spoiler:
Hourglass Card 1 Zova/skizzerz
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 2 Varian/NathanDavis:
Spoiler:
Hourglass Card 2 Varian/NathanDavis
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 3 Zadim/Maelwys:
Spoiler:
Hourglass Card 3 Zadim/Maelwys
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 4 Hakon/Yewstance:
Spoiler:
Hourglass Card 4 Hakon/Yewstance
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.
Hourglass Card 5 Zova/skizzerz:
Spoiler:
Hourglass Card 5 Zova/skizzerz
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Hourglass Card 6 Varian/NathanDavis:
Spoiler:
Hourglass Card 6 Varian/NathanDavis
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.
Hourglass Card 7 Zadim/Maelwys:
Spoiler:
Hourglass Card 7 Zadim/Maelwys
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.
Hourglass Card 8 Hakon/Yewstance:
Spoiler:
Hourglass Card 8 Hakon/Yewstance
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:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 9 Zova/skizzerz:
Spoiler:
Hourglass Card 9 Zova/skizzerz
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 10 Varian/NathanDavis:
Spoiler:
Hourglass Card 10 Varian/NathanDavis
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 Zadim/Maelwys:
Spoiler:
Hourglass Card 11 Zadim/Maelwys
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 12 Hakon/Yewstance:
Spoiler:
Hourglass Card 12 Hakon/Yewstance
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 13 Zova/skizzerz:
Spoiler:
Hourglass Card 13 Zova/skizzerz
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 14 Varian/NathanDavis:
Spoiler:
Hourglass Card 14 Varian/NathanDavis
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 15 Zadim/Maelwys:
Spoiler:
Hourglass Card 15 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 16 Hakon/Yewstance:
Spoiler:
Hourglass Card 16 Hakon/Yewstance
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 17 Zova/skizzerz:
Spoiler:
Hourglass Card 17 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 18 Varian/NathanDavis:
Spoiler:
Hourglass Card 18 Varian/NathanDavis
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 19 Zadim/Maelwys:
Spoiler:
Hourglass Card 19 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 20 Hakon/Yewstance:
Spoiler:
Hourglass Card 20 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 21 Zova/skizzerz:
Spoiler:
Hourglass Card 21 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 22 Varian/NathanDavis:
Spoiler:
Hourglass Card 22 Varian/NathanDavis
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
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 23 Zadim/Maelwys:
Spoiler:
Hourglass Card 23 Zadim/Maelwys
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 24 Hakon/Yewstance:
Spoiler:
Hourglass Card 24 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 25 Zova/skizzerz:
Spoiler:
Hourglass Card 25 Zova/skizzerz
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 26 Varian/NathanDavis:
Spoiler:
Hourglass Card 26 Varian/NathanDavis
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 27 Zadim/Maelwys:
Spoiler:
Hourglass Card 27 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 28 Hakon/Yewstance:
Spoiler:
Hourglass Card 28 Hakon/Yewstance
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 29 Zova/skizzerz:
Spoiler:
Hourglass Card 29 Zova/skizzerz
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 30 Varian/NathanDavis:
Spoiler:
Hourglass Card 30 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:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Scenario Deck Card 1 (Blood Veil):

Blood Veil
CotCT
Story Bane 2
Type: Barrier
Traits:
Disease
Obstacle
To Defeat:
Constitution
Divine
Fortitude
Knowledge 6
If defeated by less than 4, suffer the scourge Plagued.
If undefeated, each local character suffers the scourge Plagued.
Scenario Deck Card 2 (Cultist):

Cultist
Core
Story Bane 1
Type: Monster
Traits:
Cultist
Human
Veteran
To Defeat:
Combat 10+##
OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None

Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #6: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None


Card Feat: Ally. Added card: Mouse (L0 Ally)
Deck Upgrade: Weapon 2 (Upgrade Dawnflower's Petal to Venomous Fighting Fan +1)
Draw 6 for opening hand. Add The Sickness (Harrow) to opening hand. Discard The Dance from random blessings.
Start at Oubliette

Zadim wrote:

Hand: Humanbane Rapier, Gem of Physical Prowess, Blue Star, Spider (Core), Mouse, The Locksmith, The Sickness (Harrow),

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Local Dex or Stealth: Recharge Mouse for +1d4
Any Acro or Disable: Bury Locksmith to bless twice
Movement: Keep me with the group
Other: 2D Shirt Reroll NOT Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spider Venom, Armor of Insults, Scorpion Whip, The Joke, Shuriken +1, Blessing of Wadjet, Blowgun, Venomous Fighting Fan +1, Studded Leather Armor, Daggermark Poisoner, Blessing of Abadar
Recharged:
Discard Pile: The Dance,
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.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.


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 Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

During This Scenario: When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist - Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.

When you encounter a cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.

Additional Rules: Wildcards

Besieged: After you move, suffer 1 Ranged Combat damage.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Withering: At the end of your turn, bury a random card from your discards.

Harrows

The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

Zova: 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.

Varian: The Survivor:

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

Zadim: 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.

Hakon: 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.

Story Banes

Dangers: Blood Veil, Cultist

Villain: Lady Andaisin

Henchmen (Closing): Leukodaemon, Vampire (Ramoska Arkiminos), Cultist—Proxy A

Scenario Level (#): 3

Turn: 1, Zova/skizzerz

Random Cards:

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

Spoiler:
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:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.

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:
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.

Barriers
Spoiler:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

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

Spoiler:
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:
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.

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

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

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

Spells
Spoiler:
Deflect
Core
Spell 0
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 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:
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:
Deathgrip
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


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

Spoiler:
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.


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

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

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

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

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

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


Spoiler:
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.

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

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

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


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

Spoiler:
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:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.

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

Blessings
Spoiler:
The 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.

Spoiler:
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

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

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

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
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.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
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.
Hourglass Card 6 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
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.
Hourglass Card 7 Hakon/Yewstance:
Spoiler:
Hourglass Card 7 Hakon/Yewstance
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:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 8 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
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 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 Zova/skizzerz
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 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 15 Hakon/Yewstance:
Spoiler:
Hourglass Card 15 Hakon/Yewstance
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 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 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 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
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 18 Zadim/Maelwys:
Spoiler:
Hourglass Card 18 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 19 Hakon/Yewstance:
Spoiler:
Hourglass Card 19 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 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
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
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 22 Zadim/Maelwys:
Spoiler:
Hourglass Card 22 Zadim/Maelwys
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 23 Hakon/Yewstance:
Spoiler:
Hourglass Card 23 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 24 Zova/skizzerz:
Spoiler:
Hourglass Card 24 Zova/skizzerz
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 25 Varian/NathanDavis:
Spoiler:
Hourglass Card 25 Varian/NathanDavis
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 26 Zadim/Maelwys:
Spoiler:
Hourglass Card 26 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 27 Hakon/Yewstance:
Spoiler:
Hourglass Card 27 Hakon/Yewstance
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 28 Zova/skizzerz:
Spoiler:
Hourglass Card 28 Zova/skizzerz
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 29 Varian/NathanDavis:
Spoiler:
Hourglass Card 29 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:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Scenario Deck Card 1 (Blood Veil):

Blood Veil
CotCT
Story Bane 2
Type: Barrier
Traits:
Disease
Obstacle
To Defeat:
Constitution
Divine
Fortitude
Knowledge 6
If defeated by less than 4, suffer the scourge Plagued.
If undefeated, each local character suffers the scourge Plagued.
Scenario Deck Card 2 (Cultist):

Cultist
Core
Story Bane 1
Type: Monster
Traits:
Cultist
Human
Veteran
To Defeat:
Combat 10+##
OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, Hakon/Yewstance, Zova/skizzerz, None

Laboratory Card 1:
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.
Laboratory Card 2:
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.
Laboratory Card 3:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Laboratory Card 4:
Ring of Protection
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Laboratory Card 5:
Guard Dog
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Laboratory Card 6:
Mirror Image
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Laboratory Card 7:
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.

Laboratory Card 8:
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.
Laboratory Card 9:
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.
Laboratory Card 10:
Enormous Reefclaw
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.

Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Lair 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.
Lair Card 2:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Lair Card 3:
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.
Lair 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.
Lair 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.
Lair Card 6:
Cruel Longsword
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Lair Card 7:
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.
Lair 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.
Lair 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.
Lair Card 10:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 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 discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine Card 1:
Heat Metal
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Shrine Card 2:
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Shrine Card 3:
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Shrine Card 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Shrine Card 5:
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.
Shrine Card 6:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
Shrine Card 7:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Shrine Card 8:
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.
Shrine Card 9:
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.
Shrine Card 10:
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.

Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zadim/Maelwys, None
Oubliette Card 1:
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.
Oubliette Card 2:
Vampiric Mist
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Oubliette Card 3:
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.
Oubliette Card 4:
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.
Oubliette Card 5:
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.
Oubliette Card 6:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Oubliette Card 7:
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.
Oubliette Card 8:
Vampire
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Oubliette Card 9:
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.
Oubliette Card 10:
Lost Local
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
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.
Pits Card 2:
Lady Andaisin
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Pits Card 3:
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.
Pits Card 4:
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Pits Card 5:
Tangleburn Bag
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Pits Card 6:
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.
Pits Card 7:
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.
Pits Card 8:
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.
Pits Card 9:
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.

Pits Card 10:
Lightning Bolt
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

Location #6: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Cell Card 1:
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.
Cell Card 2:
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.
Cell Card 3:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Cell Card 4:
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.
Cell Card 5:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Cell 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.
Cell Card 7:
Leukodaemon
CotCT
Story Bane 2
Type: Monster
Traits:
Fiend
Outsider
To Defeat:
Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Cell Card 8:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Cell Card 9:
Giant Anaconda
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
Cell Card 10:
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.


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

Dragon's Demand: Replace Corrosive Dagger +1 with Soothing Word. Loot: Replace Spell Book with Zellara's Harrow Deck

Starting at Laboratory

Knowing that security measures were about to increase, the party spreads out to different parts of the Temple of Urgothoa. Varian ducks into a fascinating laboratory.

"An elegant operating table dominates the center of this grim laboratory. Crossed with iron restraints and encircled by a gore-encrusted gutter, the macabre device sports various cranks and levers, and is large enough to accommodate an ogre. Along the walls stand several tables strewn with all manner of alchemical accouterments. Their contents appear extremely old: rusted iron tools, beakers of purpled glass, and deep pools of wax from countless melted candles."

Varian wrote:

Hand: Flame Staff, The Survivor, The Midwife, Codex, Sage's Journal, The Foreign Trader, Shield Cloak, Lightning Bolt,

Displayed: Radovan (Core),
Deck: 10 Discard: 0 Buried: 0
Current Location: Laboratory
Hero Points: 2
NOTES:
Available Support: Codex: local check to acquire, add my Knowledge (1d12+4)

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+4)

Foreign Trader: Local Non-Combat, bless and add 1d12

Midwife: Local - Exchange Boon or Non-Story Bane then bless

Survivor Available
Movement: Cell
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grave Tender, Zellara's Harrow Deck, Magic Eye, Soothing Word, Shadow Barbs, Bound Imp , Life Drain, Cult Acolyte, Asmodeus's Tyranny, Enervation
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 // Tier 3.1 // 2 Hero Points // Looking for: Armor 3, Ally 3 (x2), Weapon 3

Start at Shrine. Discard The Wanderer from random blessings per Tyrant of the Harrow reward.

Zova wrote:

Hand: The Trumpet, Bat, Raven, Blessing of the Green Faith, Angelstep, Aspect of the Hawk, Fire Gecko, Stone Axe +1,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Current Location: Shrine

Stay put and explore.

Shrine 1: Heat Metal. A lot of us want Spell 2's so I'll bury The Trumpet to bless twice. No allies in my discards yet, unfortunately, so the adventure power doesn't apply. Wisdom 7: 3d8 + 2 ⇒ (6, 2, 7) + 2 = 17 Acquired. Discard Bat to explore.

Shrine 2: The Snakebite. Intelligence 4+2=6: 1d6 ⇒ 3 Failed and banished. Discard Raven to explore.

Shrine 3: Sands of the Hour. Location adds 2. Divine 4: 1d4 + 2 ⇒ (3) + 2 = 5 Acquired. Discard it to examine top card of location and then optionally explore.

Shrine 4: Bloodbug. Explore. Reveal Stone Axe +1 and Fire Gecko. Combat 11 (15): 1d8 + 5 + 1d6 + 1 + 1d4 ⇒ (4) + 5 + (6) + 1 + (1) = 17 Defeated with sufficient overkill.

Send Angelstep to recovery to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards: The Wanderer and Sands of the Hour. Lose Raven to Withering at end of turn. Attempt to recover Angelstep: Survival 9: 1d8 + 5 ⇒ (7) + 5 = 12 Recharged. Discard Heat Metal as I reset.

Zova wrote:

Hand: Stone Axe +1, Erutaki Coat, Cloud Puff, Blessing of the Green Faith, Amulet of Mighty Fists, Aspect of the Hawk, Fire Gecko,

Displayed:
Deck: 10 Discard: 2 Buried: 2
Current Location: Shrine
Hero Points: 1
CCT-2D Playmat: available
CCT-2D Reroll: available
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Blessing of the Green Faith: Discard (Unhallowed) to bless.
Ask in Discord before using:
- N/A
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Ketephys, Sedja, Sands of the Hour, The Wanderer, Sarenrae's Light, Aspect of the Frog, Dog, Balmberry, Stone Weasel
Recharged: Angelstep,
Discard Pile: Heat Metal, Bat,
Buried Pile: The Trumpet, Raven,

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).

Upon entering the underground sanctum, Zova heads forward through a set of large imposing doors. The sight and stench of the other side is enough to make her gag--seven basins equally spaced along the outside edge are filled with odd fluids. Zova was quickly able to identify the ones containing blood, bile, and milk, but she couldn't ascertain the others from a quick glance and isn't sure she really wants to find out anyway.

The center of the room contains a large statue of Urgathoa rising from a pool of water: a human woman above the waist but nothing but a skeleton below. The room seems to thankfully be unoccupied for now, although Zova isn't sure for how long. She quickly rips some fabric off her uniform to wrap around her nose and mouth to keep the noxious fumes at bay while investigating the area further. A scroll was placed in front of the statue, likely an offering to the goddess but Zova thinks it could be put to better use by Varian, so she pockets it.

A charm in the form of a snake balanced precariously over the basin of blood catches Zova's eye next. She reaches for it, but accidentally pushes it inside. While Zova lost any and all interest in retrieving the trinket, it seems the disturbance awoke a bloodbug that was sleeping in the blood pool. It flew up and out toward Zova, although she was able to make short work of it with a swing of her axe.

Random blessing 1 put into Zova's discards. Shrine 1 and 3 acquired. Shrine 2 and 4 banished.


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

Hakon is at Lair

Hour of Lamashtu's Madness
On your check against a monster, add 1. Damage suffered from monsters is increased by 1.

Start of turn, draw Life Drain and Magic Eye. Recharge Flame Staff and The Foreign Trader


Free explore and encounter Spellbook

Arcane 4: 1d12 + 4 ⇒ (8) + 4 = 12 Acquired!

Banish Magic Eye to Recovery to examine:
Laboratory Card 2: Henchman Proxy A3-Cultist
Laboratory Card 3: Mountebank
Laboratory Card 4: Ring of Protection

Discard The Midwife to explore and encounter Henchman Proxy A3-Cultist
Banish Life Drain to recovery, then heal The Midwife. Reveal Sage's Journal. Urban: Recharge Codex

Combat 10+6: 1d12 + 4 + 2d4 + 1d4 + 1d4 ⇒ (4) + 4 + (3, 2) + (4) + (3) = 20 Banished
Scenario Power, Harrow Power. Urban: Recharge Spellbook
Constitution 5: 1d4 + 1d4 + 1d4 ⇒ (1) + (3) + (4) = 8
Attempt to close! Urban: Recharge Sage's Journal
Intelligence 5+2: 1d12 + 2 + 1d4 ⇒ (2) + 2 + (4) = 8 weh! Closed!

Summon Deflect, Immolate, Deathgrip. Encounter Deathgrip
Urban: Recharge Lightning Bolt

Arcane 8: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (3) = 14 Acquired!

On closing move to Cell. Recharge Shield Cloak to reduce Besieged Damage to 0


Recovery: Discard Life Drain and Magic Eye. Before Reset, recharge Life Drain

While Varian peruses the labs texts with casual interest, Radovan bends down to examine an operating table-torture device. Radovan wrinkles his nose in disgust. "It's been used...a lot...and recently"

"Then we won't stay long," Varian replies crisply while affixing a third eye to his forehead.

"Ready yourself! 'The help' is coming," Varian whispers. He then hides behind a bookshelf and prepares a deadly spell.

Bedecked in grey tattered tunic and cape and carrying a tray of fresh implements, the hapless Cultist of Urgathoa enters the chamber. In a moment, the tray and it's contents crashes to the ground as Varian drains the life from the cultist.

"Our quarry lies elsewhere," Varian states matter-of-factly, while gathering a handful of scrolls.

Radovan leads the way, "Let's find the victims and get them the hells out of here."

Varian wrote:

Hand: Flame Staff, The Midwife, Cult Acolyte, Enervation, The Survivor, Soothing Word, Deathgrip,

Displayed: Radovan (Core),
Deck: 12 Discard: 1 Buried: 0
Current Location: Cell
Hero Points: 2
NOTES:
Available Support:
Enervation: Combat Check - reduce difficulty by 2d4

Midwife: Local - Exchange Boon or Non-Story Bane then bless

Survivor Available
Movement: Cell
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shadow Barbs, Zellara's Harrow Deck, Grave Tender, Codex, The Foreign Trader, Bound Imp , Asmodeus's Tyranny
Recharged: Spellbook, Sage's Journal, Life Drain, Lightning Bolt, Shield Cloak,
Discard Pile: 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.
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

Random Card(s) Used: Spell 1-3, Blessing 1

Hakon - Lair 1-10 remain
Zova - Shrine 5-10 remain
Zadim - Oubliette 1-10 remain
Pits 1-10 remain
Varian - Cell 1-10 remain


Turn 3, under the Harrow of the Paladin
When another character avenges your encounter, heal 1d4 cards.

Entering the bunker with the group, Zadim splits off towards the guard post to try to deal with the guards there before any can raise the alarm.
As he's approaching, suddenly he's hit in the chest with a bolt of flame. "Damn, they're got wizards..." he mutters under his breath, as he pulls his rapier and charges.

Free Explore - Oubliette #1: Evoker
Wow. Possibly the worst card to encounter on your first explore of your first turn, and at possibly the worst location to encounter it. Well that's just mean...
Damage Type: 1d6 ⇒ 4 - Fire
Before acting, suffer 2 Fire Damage - Discard Mouse and The Locksmith.
Reveal and reload Rapier to use Combat for the defeat check. Reload Spider to add +1d4 +Poison. Recharge The Sickness to add my Intelligence to a Poison check.
Check to Defeat - Combat 10+3+3=16: 1d8 + 4 + 1d6 + 1 + 1d4 + 1d4 + 1d8 ⇒ (1) + 4 + (5) + 1 + (1) + (4) + (7) = 23 - Very dead, because I'm busy trying to clear my hand.
After acting, Fire Damage: 1d4 + 1 ⇒ (3) + 1 = 4 - Discard Gem of Physical Prowess and Blue Star

He quickly closes the distance between himself and the halfling wizard, and quickly strikes him down with his poisoned blade. Unfortunately as the halfling dies, he detonates in a blaze of glory, the blast catching Zadim in the face. Although he's barely arrived at the guardhouse yet, he quickly stops to bandage up himself and treat his burns.

Hand is empty, draw 6 to reset my hand and end my turn.
End of turn, bury: 1d5 ⇒ 5 Blue Star

Zadim wrote:

Hand: Humanbane Rapier, Scorpion Whip, Armor of Insults, Spider (Core), Blessing of Abadar, Blessing of Wadjet,

Displayed:
Deck: 8 Discard: 4 Buried: 1
Hero Points: 2
NOTES:
Movement: Keep me with the group
Other: 2D Shirt Reroll NOT Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Studded Leather Armor, Venomous Fighting Fan +1, Daggermark Poisoner, Blowgun, The Joke, Shuriken +1, Spider Venom
Recharged: The Sickness (Harrow),
Discard Pile: The Dance, Mouse, The Locksmith, Gem of Physical Prowess,
Buried Pile: Blue Star,

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.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.

Status Link
Most Recent BR Refresh

Random Card(s) Used: Spell 1-3, Blessing 1

Hakon - Lair 1-10 remain
Zova - Shrine 5-10 remain
Zadim - Oubliette 2-10 remain
Pits 1-10 remain
Varian - Cell 1-10 remain


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

Strategy Considerations:
With this scenario burying cards from discards, discouraging use of blessings and throwing lots more damage at us - I'm going to use my Dragon's Demand AP reward for Chain Mail, rather than Incitation as I usually do.
===================================
LOOT (Dragon's Demand AP Reward): Kusarigama (Weapon) -> Chain Mail (Core) (Armor)
Hakon starts at the Lair.

Hakon draws his starting hand, then adds his Harrow to it.

"

Hakon wrote:

Hand: Sacred Candle, Divine Insight (Core), Fencer, Explorer's Pith Helmet, Double Chicken Saber +1, The Tangled Briar (Harrow),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Commune (Core), Cure (Core), Priest of Pharasma, Blessing of Wadjet, Chain Mail (Core), Bodyguard, Sacred Candle (2), Shining Wayfinder, Glorious Warhammer, Blessing of Kofusachi, Gray Maiden Plate, Good Omen (Core)
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.

"

OFF-TURN ACTIONS:
Before Varian ends his turn, Hakon buries Sacred Candle to draw Lamashtu's Madness. A blessing 2 is nothing to sneeze at!

Hakon wrote:

Hand: Lamashtu's Madness, Divine Insight (Core), Fencer, Explorer's Pith Helmet, Double Chicken Saber +1, The Tangled Briar (Harrow),

Displayed:
Deck: 12 Discard: 0 Buried: 1
Hero Points: 2

My actual turn will most likely have to be posted another day, unfortunately.


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

Hakon starts his turn.
Hour Power: On your check against an Undead card, add 1d6.

At Varian's direction, Hakon girds himself for combat and cautiously starts making his way towards the ominous pillar-like structure in the center of the remarkably large cavern; some kind of hollowed out stone structure linking the ceiling and floor, lights coming from within. How long has this space been under Korvosa, Hakon wonders? Magic was almost certainly involved in its construction, powerful magic, but how long ago?

Hakon stays at the Lair.
Free exploration:

Lair 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.
Melee 5: 1d10 + 2 ⇒ (7) + 2 = 9 -> Pass.
Acquired.

When he gets close, Hakon observes that the structure isn't quite stone, at least not as he's familiar with. The poor lighting hid its details, but the structure's surface is smooth, like some kind of gray-black glass. It's most certainly inhabited by... something, but the sounds of creaking and scuffling aren't enough for Hakon to predict what he may come across.

He does spy some kind of worn wooden doorway into the structure, miraculously unlocked. Lighting a torch and entering the otherwise pitch-black room, Hakon sees what may have been the remainder of some guardhouse or small armory. Most of the weapons and tools are rusted or broken - again, Hakon wonders how old this structure is - but there's a shield that has managed to survive in good quality against all odds.

Hakon discards Fencer to explore his location, adding 1d4 and the Finesse and Swashbuckling traits to combat checks during this exploration.

Lair Card 2: Brawl:

Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
BA: No other local character! Splitting up has paid off.
Hakon buries Klar to his character power to add his Diplomacy to his Strength check.
Melee 7 (Hakon): 1d10 + 2 + 1d8 + 3 ⇒ (7) + 2 + (2) + 3 = 14 -> Pass.
Defeated.

As Hakon picks up the shield, a shriek emerges from the shadows and a cultist bearing the distinctive cloth and marks of Urgathoa - bearing a face marred by pox-scars - lunges at the Skald with a cruel ritual dagger drawn. Hakon swings his arm, driving the shield between the cultist and him. The shield takes the brunt of the stab, but the cultist's weight continues to bear on, their shoulder falling on the old shield and snapping it in two.

But, off-balance as they are, Hakon swings his free arm at their temple as they make a clumsy attempt to grapple him, and knocks them out cold.

Hakon discards The Tangled Briar (Harrow) to explore again.
Harrow: Hakon randomly heals an ally (Fencer).

Lair Card 3: 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.
Hm. I had to think about this. It's a solid weapon for me, and acquiring more boons helps off-set the card-hungry nature of Withering and/or fuels my character power - but most support available would also require burying cards, or could be used for better things. It's not a Weapon 2, either, and it doesn't seem worth rolling the dice on burying my Chicken Sabre to my power for the chance of a minor upgrade. 10% odds it is.
Melee 12: 1d10 + 2 ⇒ (1) + 2 = 3 -> Fail.
Banished.

Setting the cultist down for now - noting that they're still breathing, at least - Hakon takes one last glance at the old armory and, seeing nothing, exits through an open doorway deeper into the structure.

Hakon discards Explorer's Pith Helmet to explore again.

Lair 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.
BA: The Hour of Pharasma's Knowing adds 1d6. The Adventure Rules add 1d4.
BA: Constitution 8: 1d8 + 1d6 + 1d4 ⇒ (6) + (1) + (1) = 8 -> Pass.
Combat: Hakon reveals reveals Double Chicken Sabre +1 to use Melee 1d8+1. 1d8 "1s" are treated as 3.
The Hour adds 1d6 again - lucky me!

Combat/Melee 12 (Hour): 1d10 + 2 + 1d8 + 1 + 1d6 ⇒ (6) + 2 + (5) + 1 + (3) = 17 -> Pass.
Defeated.

A strange, loud fluttering draws Hakon's attention upwards, and he raises his torch just in time to see the horrid, sunken visage of an enormous, mostly-skeletal bat descending upon him, its empty eye sockets reflecting the wispy flamelight. Pharasma must have been with Hakon that day, because his spin, by chance, drove the torch right into the path of the creature's deadly-looking talons, and its flight pattern drives it into the torch, battering it from Hakon's hand, rather than through Hakon's skull. Cinders fly out, settling along the creature's bony frame as it lurches ungainly through the air and helping Hakon see its outline, enough for him to draw and lash out with his hooked sabres to catch a corner of its rib-bone and drag it downwards and into the ground. A final executioner's sweep with his second sabre decapitates the awful thing, which mercifully stops moving.

That's as far as I'm willing to push my luck. Hakon ends his turn.
Withering: Hakon randomly buries The Tangled Briar (Harrow) from his discards.
Hakon resets his hand.

Hakon wrote:

Hand: Double Chicken Saber +1, Blessing of Kofusachi, Divine Insight (Core), Lamashtu's Madness, Bodyguard,

Displayed:
Deck: 11 Discard: 1 Buried: 3
Hero Points: 2
NOTES:
Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Blessing of Kofusachi (Unhallowed) - Bury to bless a check, Discard if hour has a Constitution CtA. Only use in an emergency.
Lamashtu's Madness (Unhallowed) - Bury to bless a check against a monster twice
Bodyguard - Recharge to reduce damage to a local character by 3
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, unless you choose otherwise.
Other: If the Hour has a Constitution CtA, Hakon will recharge Blessing of Kofusachi just before the end of the turn to search and draw Shining Wayfinder from his deck.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shining Wayfinder, Chain Mail (Core), Glorious Warhammer, Good Omen (Core), Blessing of Wadjet, Fencer, Priest of Pharasma, Cure (Core), Sacred Candle (2), Commune (Core), Gray Maiden Plate
Recharged:
Discard Pile: Explorer's Pith Helmet,
Buried Pile: Sacred Candle, Klar, The Tangled Briar (Harrow),

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

Random Card(s) Used: Spell 1-3, Blessing 1

Hakon - Lair 5-10 remain
Zova - Shrine 5-10 remain
Zadim - Oubliette 2-10 remain
Pits 1-10 remain
Varian - Cell 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 Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

During This Scenario: When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist - Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.

When you encounter a cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.

Additional Rules: Wildcards

Besieged: After you move, suffer 1 Ranged Combat damage.
Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
Withering: At the end of your turn, bury a random card from your discards.

Harrows

The Harrow suit is Shields. Add 1d4 to Constitution non-combat checks. When you play your harrow, you may heal an ally and may remove 1 of your scourges.

Zova: 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.

Varian: The Survivor:

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

Zadim: 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.

Hakon: 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.

Story Banes

Dangers: Blood Veil, Cultist

Villain: Lady Andaisin

Henchmen (Closing): Leukodaemon, Vampire (Ramoska Arkiminos), Cultist—Proxy A

Scenario Level (#): 3

Turn: 5, 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:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.

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:
Will-o'-wisp
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

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.

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

Spoiler:
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:
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.

Spoiler:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

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

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

Spells
Spoiler:
Burst Bonds
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 5
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.

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


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

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


Spoiler:
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:
Fly
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

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

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

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

Spoiler:
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:
Shield of Resistance
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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


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

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

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


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

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

Spoiler:
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.

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

Spoiler:
The 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.

Spoiler:
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.

Spoiler:
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

Spoiler:
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.

Hour Power: At the start of your turn, draw this card.

Current Hour:

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

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
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.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
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.
Hourglass Card 3 Hakon/Yewstance:
Spoiler:
Hourglass Card 3 Hakon/Yewstance
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:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
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 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 7 Hakon/Yewstance:
Spoiler:
Hourglass Card 7 Hakon/Yewstance
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 8 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
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 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 11 Hakon/Yewstance:
Spoiler:
Hourglass Card 11 Hakon/Yewstance
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 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 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 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 15 Hakon/Yewstance:
Spoiler:
Hourglass Card 15 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 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 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 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
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 18 Zadim/Maelwys:
Spoiler:
Hourglass Card 18 Zadim/Maelwys
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 19 Hakon/Yewstance:
Spoiler:
Hourglass Card 19 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 20 Zova/skizzerz:
Spoiler:
Hourglass Card 20 Zova/skizzerz
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 21 Varian/NathanDavis:
Spoiler:
Hourglass Card 21 Varian/NathanDavis
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 Zadim/Maelwys:
Spoiler:
Hourglass Card 22 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 23 Hakon/Yewstance:
Spoiler:
Hourglass Card 23 Hakon/Yewstance
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 24 Zova/skizzerz:
Spoiler:
Hourglass Card 24 Zova/skizzerz
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 25 Varian/NathanDavis:
Spoiler:
Hourglass Card 25 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:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Scenario Deck Card 1 (Blood Veil):

Blood Veil
CotCT
Story Bane 2
Type: Barrier
Traits:
Disease
Obstacle
To Defeat:
Constitution
Divine
Fortitude
Knowledge 6
If defeated by less than 4, suffer the scourge Plagued.
If undefeated, each local character suffers the scourge Plagued.
Scenario Deck Card 2 (Cultist):

Cultist
Core
Story Bane 1
Type: Monster
Traits:
Cultist
Human
Veteran
To Defeat:
Combat 10+##
OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

Location #2: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Hakon/Yewstance, None

Lair 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.
Lair Card 2:
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.
Lair Card 3:
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.
Lair Card 4:
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.
Lair Card 5:
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.
Lair Card 6:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 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 discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Zova/skizzerz, None
Shrine Card 1:
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.
Shrine Card 2:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
Shrine Card 3:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Shrine Card 4:
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.
Shrine 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.
Shrine Card 6:
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.

Location #4: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zadim/Maelwys, None
Oubliette Card 1:
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.
Oubliette Card 2:
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.
Oubliette Card 3:
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.
Oubliette Card 4:
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.
Oubliette Card 5:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Oubliette Card 6:
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.
Oubliette Card 7:
Vampire
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Oubliette Card 8:
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.
Oubliette Card 9:
Lost Local
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
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.
Pits Card 2:
Lady Andaisin
CotCT
Story Bane 2
Type: Monster
Traits:
Cleric
Human
To Defeat:
Combat 16
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Pits Card 3:
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.
Pits Card 4:
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Pits Card 5:
Tangleburn Bag
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Pits Card 6:
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.
Pits Card 7:
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.
Pits Card 8:
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.
Pits Card 9:
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.

Pits Card 10:
Lightning Bolt
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

Location #6: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Varian/NathanDavis, None
Cell Card 1:
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.
Cell Card 2:
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.
Cell Card 3:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Cell Card 4:
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.
Cell Card 5:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Cell 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.
Cell Card 7:
Leukodaemon
CotCT
Story Bane 2
Type: Monster
Traits:
Fiend
Outsider
To Defeat:
Combat 14
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Cell Card 8:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Cell Card 9:
Giant Anaconda
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
Cell Card 10:
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.


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

Hour of The Real Rabbit Prince, which I draw at the start of my turn. Hour becomes Pharasma's Knowing (On your check against an Undead card, add 1d6). Stay at Shrine and explore.

Shrine 1: Pharasma's Knowing. Wisdom 4+2=6: 1d8 + 2 ⇒ (6) + 2 = 8 Acquired. Discard it to draw 2 cards, recharge 2 cards, then explore. Draw Aspect of the Frog and The Wanderer. Recharge The Wanderer and Stone Axe +1.

Shrine 2: Chimera. Send Cloud Puff to recovery to ignore its Before Acting effect. Display Aspect of the Hawk. Use Survival for all of these checks. Reveal Fire Gecko for each check for 1d4. For the 2nd and 3rd checks, also reveal Amulet of Mighty Fists for another 1d4 (can't play it on the first check unfortunately since Aspect of the Hawk has the Attack trait). Combat 9: 1d8 + 1d6 + 7 + 1d4 ⇒ (2) + (5) + 7 + (3) = 17 Automatic success. Combat 10: 1d8 + 1d6 + 7 + 2d4 ⇒ (1) + (5) + 7 + (1, 2) = 16 Automatic success. Combat 11: 1d8 + 1d6 + 7 + 2d4 ⇒ (1) + (6) + 7 + (4, 4) = 22 Automatic success. Defeated. Discard The Real Rabbit Prince into Alphabetical: 1d4 ⇒ 2 Varian's discards to explore; my checks are blessed this exploration.

Shrine 3: Treacherous Tunnels. Check is blessed. Reveal Erutaki Coat to add 1. Survival 9: 2d8 + 5 + 1 ⇒ (2, 3) + 5 + 1 = 11 Defeated.

End turn, Withering away Bat and recharging Aspect of the Hawk. Recover Cloud Puff: Survival 5: 1d8 + 5 ⇒ (5) + 5 = 10 Automatic success, recharged. Choose Hand Size of 7.

Zova continues to quickly search the shrine before the cultists notice her presence. She spots a dart board hanging from a wall with a tarnished holy symbol of Pharasma in the center; it seems the cultists of Urgathoa were using it as target practice as a way of showing disrespect for their most-hated goddess. Zova takes the symbol and polishes it up a bit, feeling a bit bolstered by the act.

A bestial roar then sounds from a nearby tunnel as a chimera charges out of it towards Zova! She quickly dodges its flame breath, then transforms her hands into razor-sharp talons and proceeds to make short work of the monstrosity. She ventures a bit into the tunnel it came from to see if anyone or anything else was coming, but the tunnel seemed empty. It did provide a bit of fresh air, however, so Zova takes a few moments to breathe cleaner air before heading back to the rancid shrine.

Zova wrote:

Hand: Aspect of the Frog, Erutaki Coat, Fire Gecko, Blessing of the Green Faith, Amulet of Mighty Fists, Balmberry, Sands of the Hour,

Displayed:
Deck: 10 Discard: 2 Buried: 3
Current Location: Shrine
Hero Points: 1
CCT-2D Playmat: available
CCT-2D Reroll: available
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Blessing of the Green Faith: Discard (Unhallowed) to bless.
- Sands of the Hour: On any check using a skill listed in the hour's check to acquire, discard (Unhallowed) to bless.
Ask in Discord before using:
- N/A
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Ketephys, Sedja, Dog, Stone Weasel, Sarenrae's Light
Recharged: Angelstep, The Wanderer, Stone Axe +1, Aspect of the Hawk, Cloud Puff,
Discard Pile: Heat Metal, Pharasma's Knowing,
Buried Pile: The Trumpet, Raven, Bat,

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: The Real Rabbit Prince added to discards

Hakon - Lair 1-6 remain
Zova - Shrine 4-6 remain
Zadim - Oubliette 1-9 remain
Pits 1-10 remain
Varian - Cell 1-10 remain

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