[PACS] Legendary Curse of the Crimson Throne by Mhuirich

Game Master Mhuirich

Campaign reference


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

Hour of Torag's Power. Blood Pig Bout goes to 1d5 ⇒ 1 Pits. Use my playmat power at start of turn to discard Amulet of Mighty Fists and draw Blessing of Ketephys. Move there and encounter the Bout.

Blood Pig Bout:
Blood Pig Bout
Story Bane 3
Type: Barrier
Traits: Skirmish Animal
To Defeat: Combat 12 OR Acrobatics Fortitude Melee Survival 7

Before acting, if you banish the ally Pig, this barrier is defeated.
If undefeated, suffer 1d4 Combat damage then discard an ally.
If defeated, draw the top card of your location; if it is a bane, banish it.

Choose Fortitude. Reveal Erutaki Coat to add 1. Recharge Stone Weasel to add my Survival. Fortitude 7+4=11: 1d8 + 1 + 1 + 1d8 + 5 ⇒ (2) + 1 + 1 + (6) + 5 = 15 Success. Take my free explore.

Pits 1: Helpful Haversack. Recharge Noble to add 1d6. Dexterity 6: 1d8 + 1d6 ⇒ (5) + (5) = 10 Success, Acquired. Discard Blessing of Ketephys to explore.

Pits 2: Sable Company Marine. It's an Ally 3 but one I have no hope whatsoever of acquiring. So I will discard Raven per my character power to evade the encounter.

Finally I'll send Angelstep to recovery to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards: The Snakebite and Blessing of Ketephys. At end of turn I suffer 1d4 - 2 ⇒ (2) - 2 = 0 Fire damage, then attempt to recover Angelstep. Survival 9: 1d8 + 5 ⇒ (3) + 5 = 8 Hero Point reroll (1 Hero Point remaining). Survival 9: 1d8 + 5 ⇒ (7) + 5 = 12 Recharged. Choose Hand Size of 7, and reveal Cloud Puff to make it not count towards my Hand Size as I reset.

Zova chases a pig to the pits and grabs it, but then she looks down and sees a ravished wolverine sitting at the bottom, staring hungrily upwards. This momentary pause affords the pig an opportunity to slip away.

Zova wrote:

Hand: Stone Axe +1, Korvosan House Drake, Erutaki Coat, Helpful Haversack, Aspect of the Hawk, Cloud Puff, Dog, Blessing of Ketephys,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Current Location: Pits
Hero Points: 1
CCT-3B Playmat: used
CCT-3B Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Angelstep: If local to Zova, heal 1d4+1 cards.
- Noble: If local to Zova, recharge to add 1d6 to a Charisma or Diplomacy check.
- Noble: Recharge to add 1d6 to any check to acquire (doesn't require being local).
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Frog, Noble, Stone Weasel, Sarenrae's Light, The Snakebite, Balmberry, Fire Gecko, Bat, Sedja, The Worldbreaker
Recharged: Angelstep,
Discard Pile: Raven, Magistrate, The Foreign Trader, Amulet of Mighty Fists,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1

Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
☐ Weapons
POWERS:
When you would banish a spell that has the Animal trait (☑ or discard an ally 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 (☐ +1)(☐ +2). 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)(☐ or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile).
☐ When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
☐ When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait. (☐ At the end of your turn, you may draw all monsters from your discard pile.)

Status Link
Most Recent BR Refresh

Notes for Zadim: Given Ruan Mirukova (Loot Ally)
Random Card(s) Used: Random Ally 1, Random Blessing 1

Base 1-7 remain
Zova - Pits Shuffled 2-10 remain // 2=Sable Company Marine
Zadim - Plaza 4-10 remain
Hakon, Varian - Abandoned Shacks 10 remain // No Squealing Pigs.
Tenement 1-10 remain
Den of Iniquity 4-10 remain


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

Two retcons needed above. First, at the end of my last turn I had Cloud Puff in both my hand and in my recharged cards; recharged was correct so I should've had an additional card in hand (Fire Gecko was randomly decided upon by my deck handler). Second, I missed the power on Blood Pig Bout that would have caused me to (non-optionally) draw the Helpful Haversack instead of exploring into it. Hand state upon defeating Blood Pig Bout:

Zova wrote:

Hand: Angelstep, Blessing of Ketephys, Erutaki Coat, Helpful Haversack, Aspect of the Hawk, Fire Gecko, Raven, Noble,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Current Location: Pits
Hero Points: 2
CCT-3B Playmat: used
CCT-3B Reroll: used

Free explore into Sable Company Marine. Instead of evading it, recharge Raven on the Dexterity check to add my Survival. Going to also ask Blackjack to recharge Abadar's Law to bless since it's an Ally 3 and a lot of us can use those. Dexterity 11: 2d8 + 5 + 1d8 ⇒ (1, 3) + 5 + (1) = 10 Still somehow managed to fail... hero point reroll it. Dexterity 11: 2d8 + 5 + 1d8 ⇒ (1, 6) + 5 + (6) = 18 Next up is Charisma. Recharge Noble to add 1d6. Discard Blessing of Ketephys to bless. Doesn't seem like there's any other support on the table, so this is basically a 50/50. Charisma 10: 3d6 ⇒ (4, 6, 4) = 14 Acquired! Discard it to explore.

Pits 3: Shrieky Plant. Survival 6: 1d8 + 5 ⇒ (4) + 5 = 9 Automatic success, banished.

Rest of turn can proceed as above, although the 2 cards healed would potentially change due to a different discard pile. Magistrate and Sable Company Marine were selected. Since I used two hero point rerolls this turn, I have 0 hero points remaining now.

A bit of shouting startled Zova as she found herself lying on the ground next to the pits, head spinning. It seemed that someone knocked her down shortly after the pig escaped. One of the men from the table that Zova went by earlier jumped into the arena to help her on her feet; Zova gave thanks and noticed that he was dressed in the garb of a Sable Company marine.

As he departed back to his table, Zova noticed a suspicious bit of shrubbery nearby starting to rustle. At first she thought she found the hiding spot of a pig, but upon closer inspection realized that this particular type of plant is capable of some movement on its own and it emits a loud ear-piercing screech when approached. Given she already had a headache, adding more noise to it wasn't the best of ideas, and she decided to give the plant a wide berth.

Zova wrote:

Hand: Dog, Balmberry, Erutaki Coat, Helpful Haversack, Aspect of the Hawk, Fire Gecko, Sarenrae's Light,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Current Location: Pits
Hero Points: 0
CCT-3B Playmat: used
CCT-3B Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Dog: Recharge to examine top card of Zova's location.
- Sarenrae's Light: If local to Zova, recharge to heal a card.
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bat, Sable Company Marine, Aspect of the Frog, Stone Weasel, Cloud Puff, The Worldbreaker, Korvosan House Drake, Stone Axe +1, Sedja, Noble, Magistrate, Raven
Recharged: Angelstep,
Discard Pile: The Snakebite, Blessing of Ketephys, The Foreign Trader, Amulet of Mighty Fists,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1

Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
☐ Weapons
POWERS:
When you would banish a spell that has the Animal trait (☑ or discard an ally 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 (☐ +1)(☐ +2). 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)(☐ or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile).
☐ When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
☐ When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait. (☐ At the end of your turn, you may draw all monsters from your discard pile.)

Status Link
Most Recent BR Refresh

Notes for Zadim: Given Ruan Mirukova (Loot Ally)
Notes for Hakon: Recharged Abadar's Law
Random Card(s) Used: Random Ally 1, Random Blessing 1

Base 1-7 remain
Zova - Pits 4-10 remain
Zadim - Plaza 4-10 remain
Hakon, Varian - Abandoned Shacks 10 remain // No Squealing Pigs.
Tenement 1-10 remain
Den of Iniquity 4-10 remain


Deck Handler // Searching for: Spell 3 > Blessing 3 > Spell 2

Hour of Orison
Blood Pig Bout Location: 1d5 ⇒ 4 Tenement
Riffle Scrolls: Start of turn, draw Codex, Soothing Word, Lightning Bolt. Recharge Sage's Journal, Lightning Bolt, Shadow Barbs

Taking a chance, move to Tenement.
Summon and Encounter Blood Pig Bout
Reload Radovan (Core)

Acrobatics Knowledge 7+4: 1d12 + 4 ⇒ (8) + 4 = 12 On defeat: draw Bodyguard.

Free explore and encounter Rovagug's Destruction
Banish Soothing Word (which banishes Corrosive Dagger +1) to acquire!


Discard The Idiot, (Harrow recharges Rovagug's Destruction, drawing Radovan (Core)) to explore and encounter Pit Gladiator
Letting this g. Banished


Display Radovan

End of turn, Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0 No damage

Varian wrote:
Hand: Vampiric Touch, Codex, Bodyguard, Henchman Proxy B2 (Squealing Pig), Asmodeus's Tyranny, Bound Imp , The Foreign Trader,

On Zadim's turn, banish Bound Imp to recovery to draw Fly and Enervation.

Banish Fly to Recovery to examine Pits: Pits Card 4: Giantbane Greataxe and Tenemant:Tenement Card 4: Henchman Proxy B1. Then move to Pits then display Squealing Pig at Pits.

Automatically fail recovery for Fly.

Varian attempts to recover all cards in his Recovery pile. Harrow
Bound Imp : Arcane 8: 1d12 + 4 + 1d4 ⇒ (5) + 4 + (2) = 11 -> Bound Imp recharged.

With one muddy swine in hand, Varian is tempted to take it directly to the goal. "Where's the fun in that?" teases Radovan as he rushes to a very occupied tenement building to run defense against the opposing team.

Varian lags behind and by the time he's caught up, Radovan's convinced one the other team's defense to join Varian's team. They take a beat to survey the building and find large parts of it destroyed.

Radovan points out another opponant that may be convinced to join as well. Dressed in gladiatorial armor, she appears to be capable and strong. Unfortunately, she seems to be running around confused causing much of the destruction in the tenement. Varian decides to pass.

Just as they are about to make the long hustly back to the goal, Varian's pet imp finally pulls itself out of its sub-dimension. Varian sends the Imp with the squealing pig to drop it into the goal.

Varian wrote:

Hand: Asmodeus's Tyranny, Bodyguard, Codex, The Foreign Trader, Vampiric Touch,

Displayed: Radovan (Core),
Deck: 10 Discard: 4 Buried: 0
Current Location: Pits
Hero Points: 3
NOTES:
Available Support: Foreign Trader: Local Non-Combat, bless and add 1d12

Asmodeus's Tyranny: Recharge to Bless, don't miss!

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

Bodyguard: Recharg to reduce local damage by 3

Before the start of my next turn, bury The Midwife from discards to Reload Fly
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Wand of Force Missile, Cult Acolyte, Grave Tender, Shield Cloak, Bastion Boots, Sage's Journal, Lightning Bolt, Shadow Barbs, Rovagug's Destruction, Bound Imp ,
Discard Pile: The Midwife, Zellara's Harrow Deck, The Idiot, Fly,
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

Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
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). (☐ If it is an Arcane card, add its level, and you may add each of its traits.)
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards (☐ or you may reload that number of cards instead).
☐ On your check that has a trait matching the adventure's harrow suit, you may recharge (☐ or reload) a spell or a Harrow boon to use Arcane instead of the normal skill.
☑ You may bury a spell or a Harrow boon from your hand or discards to reload or recharge (☐ or draw) an Arcane spell from your discards
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: Given Ruan Mirukova (Loot Ally)
Notes for Hakon: Recharged Abadar's Law
Random Card(s) Used: Random Ally 1, Random Blessing 1
Additional Info 1: 1/5 Squealing Pigs displayed at Pits

Base 1-7 remain
Zova, Varian - Pits 4-10 remain // 4=Giantbane Greataxe
Zadim - Plaza 4-10 remain
Hakon - Abandoned Shacks 10 remain // No Squealing Pigs.
Tenement 4-10 remain // 4=Squealing Pig
Den of Iniquity 4-10 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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.

When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the empreror pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.

To win, defeat and corner Pilts Swastel.

Additional Rules:  
Wildcards

Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.

Harrows

The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

Zova: 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.

Varian: The Idiot:

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

Zadim: 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.

Hakon: The Inquisitor:

CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.

Story Banes

Danger: Thug
Villain: None
Henchmen: None

Danger:

Thug:

Story Bane
Traits:
Fighter
Human
Veteran

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

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

Scenario Level (#): 4

Turn: 8, Zadim/Maelwys

Random Cards:

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

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

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

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

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

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

Spoiler:
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:
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:
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.

Weapons
Spoiler:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
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.

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

Spells
Spoiler:
Magical Mansion
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.

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


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

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


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

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.


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

Spoiler:
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.


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

Spoiler:
Magic Spiked Full Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
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.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

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

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

Spoiler:
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:
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:
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.

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

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

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

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

Blessings
Spoiler:
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:
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:
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.

Spoiler:
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.

Spoiler:
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

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

Current Hour:

Master of Masters:
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hakon/Yewstance:
Spoiler:
Hourglass Card 1 Hakon/Yewstance
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 2 Zova/skizzerz:
Spoiler:
Hourglass Card 2 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 3 Varian/NathanDavis:
Spoiler:
Hourglass Card 3 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 4 Zadim/Maelwys:
Spoiler:
Hourglass Card 4 Zadim/Maelwys
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.
Hourglass Card 5 Hakon/Yewstance:
Spoiler:
Hourglass Card 5 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 6 Zova/skizzerz:
Spoiler:
Hourglass Card 6 Zova/skizzerz
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 7 Varian/NathanDavis:
Spoiler:
Hourglass Card 7 Varian/NathanDavis
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 8 Zadim/Maelwys:
Spoiler:
Hourglass Card 8 Zadim/Maelwys
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 9 Hakon/Yewstance:
Spoiler:
Hourglass Card 9 Hakon/Yewstance
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 10 Zova/skizzerz:
Spoiler:
Hourglass Card 10 Zova/skizzerz
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 11 Varian/NathanDavis:
Spoiler:
Hourglass Card 11 Varian/NathanDavis
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 12 Zadim/Maelwys:
Spoiler:
Hourglass Card 12 Zadim/Maelwys
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.
Hourglass Card 13 Hakon/Yewstance:
Spoiler:
Hourglass Card 13 Hakon/Yewstance
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 14 Zova/skizzerz:
Spoiler:
Hourglass Card 14 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 15 Varian/NathanDavis:
Spoiler:
Hourglass Card 15 Varian/NathanDavis
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 16 Zadim/Maelwys:
Spoiler:
Hourglass Card 16 Zadim/Maelwys
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 17 Hakon/Yewstance:
Spoiler:
Hourglass Card 17 Hakon/Yewstance
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 18 Zova/skizzerz:
Spoiler:
Hourglass Card 18 Zova/skizzerz
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 19 Varian/NathanDavis:
Spoiler:
Hourglass Card 19 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 20 Zadim/Maelwys:
Spoiler:
Hourglass Card 20 Zadim/Maelwys
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.
Hourglass Card 21 Hakon/Yewstance:
Spoiler:
Hourglass Card 21 Hakon/Yewstance
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 22 Zova/skizzerz:
Spoiler:
Hourglass Card 22 Zova/skizzerz
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

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

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

Base Card 1:
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:
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:
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 4:
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 5:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Base Card 6:
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 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: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zova/skizzerz, Squealing Pigs: 1/5
Pits Card 1 (Giantbane Greataxe):
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.
Pits Card 2:
Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Pits Card 3:
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.
Pits Card 4:
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.
Pits Card 5:
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.

Pits Card 6:
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.
Pits Card 7:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

Location #2: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zadim/Maelwys, None
Plaza Card 1:
Sick Child
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Plaza Card 2:
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.
Plaza Card 3:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Plaza Card 4:
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.
Plaza Card 5:
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.
Plaza Card 6:
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.
Plaza Card 7:
Remove Disease
CotCT
Spell 1
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to remove the scourge Plagued from any number of local characters.

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


Location #3: Abandoned Shacks
Urban
At This Location: Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hakon/Yewstance, None
Abandoned Shacks Card 1:
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.

Location #4: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, None
Tenement Card 1 (Henchman Proxy B1):
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.
Tenement Card 2:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Tenement Card 3:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Tenement Card 4:
Shock Glaive
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Tenement Card 5:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Tenement Card 6:
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.
Tenement Card 7:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Den Of Iniquity Card 1:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 2:
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.
Den Of Iniquity Card 3:
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.
Den Of Iniquity Card 4:
Bogeyman
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Den Of Iniquity Card 5:
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.
Den Of Iniquity Card 6:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

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

Den Of Iniquity Card 7:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.


Turn 8, under the Harrow of the Master of Masters
On your check, you may reroll any dice showing 1.

Start of turn, Blood Pig Bout moves to: 1d5 ⇒ 1 Pits.
Zadim moves to Abandoned Shacks.
Blood Pig Bout moves the top card of the Pits (Giantbane Greataxe) into the Emperor Pile

Seeing the fighting moving back towards the pits, Zadim takes the opportunity to break away from the pack and try to find something else that could help give them the upper hand in this contest. He heads to where Hakon is, to see if he needs any help.

Free Exploration - Shacks #1: Slick Leather
Check to Acquire - Constitution 7: 1d8 ⇒ 7 - Success, acquired.
Display Slick Leather.

Finding a new set of shiny armor, Zadim picks it up... and then realizes that it's shiny because it's covered in oil. Well, could come in handy with all that's going on here, he slips into it.

To close, summon and defeat Thug.
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
Before Acting - Strength 4+#+4=12: 1d8 ⇒ 1 - Reroll 1s
Before Acting - Strength 4+#+4=12: 1d8 ⇒ 3 - Failed.
Combat damage: 1d4 ⇒ 4 - Bury Slick Leather to reduce to 0.

Suddenly a large thug shows up. "Oh, was this yours?" Zadim asks, pointing at the armor. Apparently, it was... because the Thug is very upset and forcibly rips it from Zadim's body. "Well, that's just rude. I have ways of dealing with rude people..." he says, pulling out his shuriken.

Reveal Shuriken +1 for combat. Reveal Scorpion Whip to add 1d4+1 and Poison (using Shuriken power). Reload Bloodroot Poison to add 1d8. Recharge Blowgun to add Stealth.
Check to Defeat - Combat 10+##+4=22: 1d8 + 4 + 1d4 + 1 + 1d4 + 1 + 1d8 + 1d8 + 2 ⇒ (1) + 4 + (4) + 1 + (3) + 1 + (6) + (5) + 2 = 27 - Reroll 1s
Check to Defeat - Combat 10+##+4=22: 1d8 + 4 + 4 + 1 + 3 + 1 + 6 + 5 + 2 ⇒ (5) + 4 + 4 + 1 + 3 + 1 + 6 + 5 + 2 = 31 - Defeated, location closed.

After several quick blows from Zadim's poisoned weapons, the thug falls over, twitches once, and then stops moving. Looking at Hakon, they agree that they shouldn't be here when somebody finds the body, so they both turn and run through the maze in opposite directions, unsure where they'll come out.

On closing, local characters move to random locations.
Hakon: 1d5 - 1 ⇒ (3) - 1 = 2 - Plaza
Zadim: 1d5 - 1 ⇒ (4) - 1 = 3 - Tenement
Ablaze damage: 1d4 - 2 ⇒ (4) - 2 = 2 - Recharge Ring of Protection to reduce it to 0.
Reveal Blue Star to increase my hand size to seven. Draw 2 to reset my hand, and end my turn. Display Bloodroot Poison at the start of the next turn.

Zadim wrote:

Hand: Shuriken +1, Scorpion Whip, Blue Star, Ruan Mirukova, The Joke, Blessing of Wadjet,

Displayed: Glamered Leather Armor, Bloodroot Poison,
Deck: 12 Discard: 2 Buried: 1
Hero Points: 2
NOTES:
Available Support: On any Craft, Diplomacy, Disable, or Stealth check recharge The Joke to bless.
On a check to acquire a Boon 3, discard Blessing of Wadjet to add 2d8
Need Intel?: Recharge Blue Star to examine top card of my location
Local Combat: Recharge Scorpion Whip to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Physical Prowess, The Locksmith, Armor of Insults, Spider (Core), Humanbane Rapier, Daggermark Poisoner, Venomous Fighting Fan +1
Recharged: The Wanderer (Harrow), Wand of Acid Burst, Mouse, Blowgun, Ring of Protection,
Discard Pile: The Rakshasa, Blessing of Abadar,
Buried Pile: Slick Leather,

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 ☐ 7
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), 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 (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead.
You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
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: Recharged Abadar's Law
Random Card(s) Used: Random Ally 1, Random Blessing 1
Additional Info 1: 1/5 Squealing Pigs displayed at Pits
Additional Info 2: Emperor Pile: Giantbane Greataxe
Base 1-7 remain
Zova, Varian - Pits 5-10 remain
Hakon - Plaza 4-10 remain

Zadim - Tenement 4-10 remain // 4=Squealing Pig
Den of Iniquity 4-10 remain


Deck Handler // Searching For: Spell 3 > Item 3 > Ally 3*3 > Ally 2 > Weapon 2*2 > Blessing 3

OFF-TURN ACTIONS:
Recharged Abadar's Law.
Moved to Plaza.

At the end of Zadim's turn, Hakon buries Sacred Candle to draw Master of Masters from the Hour.
========================
Hakon starts his turn.
Hour Power: No effect.

Start of Turn (Scenario): Blood Pig Bout is displayed next to 1d4 ⇒ 2 the Plaza.
Start of Turn: Hakon exchanges Double Chicken Saber +1 with Sacred Candle from his kit with his character power.

Hakon stays at the Plaza.
Scenario: Hakon encounters the Blood Pig Bout...

Melee: Hakon discards Master of Masters to bless his check twice.
Melee 7+4 (Harrow of Crowns, Blessed*2): 3d10 + 2 ⇒ (7, 6, 9) + 2 = 24 -> Pass.
Defeated: Hakon draws Sick Child from the Plaza, then banishes it.

Agreeing with Zadim - discretion is all the more important when you're trying to live up to the people's expectations of Blackjack, even down here - Hakon makes himself scarce and skulks back towards the center of the arena to blend into the melee of tackling and fighting over the terrified pigs. As he prepares to dive back into the chaos, Hakon spies an unexpected sight out of the corner of his view: a sickly child, half-coated in (hopefully) pig's blood, shaking and trying to crawl away from the violence and sport, seemingly unnoticed.

Ignoring the pigs for now, Hakon acts quickly, swooping in to pick up the child's frail frame, his heart dropping a bit at how light the poor boy is. He holds them close, shielding them from debris and the sights and sounds of violence as he races them to the stands, seeing a terrified, wide-eyed woman frantically trying to wave him over to her. Approaching, the child reaches out his thin arms to the woman, and Hakon gently passes the little one back to his mother.

"My son! Oh my dear son! Oh bless you, Gods' bless you, Blackjack. Thank you, thank you!"

Hakon smiles a bit beneath the mask, taking the woman's free hand after she holds her son close to her waist with the other, quietly pressing a piece of gold into her palm such that the crowd is unlikely to be able to spot at a glance. Her eyes widen, but Hakon lets go and flees back to the central arena before she can respond further.

Free exploration:

Plaza Card 2: 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.
Random Ally 1 (Plaza Power): 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.
Encounter Priest of Asmodeus.
Ask Zadim to recharge the Joke to bless.

Diplomacy 9 (Blessed): 2d8 + 3 ⇒ (3, 4) + 3 = 10 -> Pass.
Acquired.

A fellow in unusually priestly robes runs by Hakon, chasing after a pig before getting caught in his own blood-slicked robes and tripping, almost sliding straight into one of the spiked pits before Hakon grabs him and lifts him to his feet. The panicked priest babbles and gasps, and Hakon, up-close, realizes that the priest's robes aren't quite as bloodstained as they looked, but rather actually dyed mostly red. Finally seeing the symbol hanging from the neck, Hakon finally recognizes the garb of a priest of Asmodeus.

Even after all these months in Korvosa, Hakon never quite got used to seeing open worship of Asmodeus.

Hakon recharges Priest of Asmodeus to explore his location, adding 1d4 to checks during this exploration.

Plaza Card 3: Allip:

Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Combat: Hakon reveals Blackjack's Daggers to use Melee +1d4+2.
Hakon additionally buries reloads Blackjack's Daggers to his character power and Blackjack role to add his Diplomacy (+1d8+3) to his check against a monster.
Combat/Melee 14 (Hakon, Priest of Asmodeus): 1d10 + 2 + 1d4 + 2 + 1d8 + 3 + 1d4 ⇒ (2) + 2 + (2) + 2 + (8) + 3 + (2) = 21 -> Pass.
Blackjack's Daggers added the Magic trait, so the Allip is Defeated.
Priest of Asmodeus: Hakon buries Explorer's Pith Helmet.

Hakon begins to ask the priest the most obvious question about why they're here, but the priest screams some garbled warning and points behind Hakon. Hakon spins in place, preparing his daggers as he prepares to defend himself against... what? A vaguely humanoid mass of shadows and spectral bones, like some vengeful phantom. Its target appears to be the priest, but it lunges at Hakon as he stands between them.

Hakon slides backwards slightly and to the side, avoiding the worst of the monster's bull rush and lashing out with Blackjack's magical daggers. A cut cleaves through the shadow and seems to destabilize the creature's form, and it howls and turns right into Hakon's follow-up slash into its half-formed skull. The creature screams, the noise pressing at Hakon's skull with magical force, and he roars out a Skald sonnet to drown out its magic with his own as he sticks both daggers into its center and tears the creature apart.

Hakon pants, recovering, turning around to see the priest having fled during the fight. Feeling oddly lighter, Hakon checks his equipment... did that priest run off with his spare helmet?

Hakon ends his turn.
Ablaze: Hakon suffers 1d4 - 2 ⇒ (4) - 2 = 2 Fire damage, and discards Sacred Candle to damage.
Hakon resets his hand.

Hakon wrote:

Hand: Commune (Core), Delve, Gray Maiden Plate, Blackjack’s Daggers, Glorious Warhammer,

Displayed: Blackjack’s Gear,
"Current Location: Plaza
Kit: Priest of Pharasma, Blackjack’s Rapier, Double Chicken Saber +1, Hero Points: 3"
Deck: 6 Discard: 6 Buried: 3

After the beginning of Zova's turn, Hakon sends Commune to Recovery to draw Abadar's Law. (That's the second copy I've acquired this scenario, weird.)

Hakon wrote:

Hand: Abadar's Law (2), Delve, Gray Maiden Plate, Blackjack’s Daggers, Glorious Warhammer,

Displayed: Blackjack’s Gear,
Current Location: Plaza
Kit: Priest of Pharasma, Blackjack’s Rapier, Double Chicken Saber +1, Hero Points: 3
Deck: 6 Discard: 6 Buried: 3
NOTES:
Available Support: Blackjack's Gear - Recharge to move (outside of an encounter). Use liberally to set Hakon to a guarding position or a supporting position, especially if he has good local support.
Glorious Warhammer - Recharge to examine the top of my location
Abadar's Law - Discard to bless, recharge to bless a check to acquire
Delve - Bury to add 1d8 to any check to acquire a weapon, an armor, or an item if it's a level 3 boon that you need the help for
Bury a card or Reload a Blackjack boon (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, by default.
Movement: Move per current player's decision
Other: Please take note of my Kit and feel free to request that I pull cards from it.

If it is not used by the end of Zadim's next turn, Hakon will use Delve to draw Shining Wayfinder from his deck.

If the Squealing Pig is still atop the Tenement at Hakon's next turn, I can pick it up and use Blackjack's gear to instantly deliver it to the Pits.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Cure (Core)
Recharged: Shining Wayfinder, Bodyguard, Abadar's Law, Priest of Asmodeus,
Discard Pile: Incitation, Blessing of Wadjet, The Inquisitor (Harrow), Divine Fortune (Core), Master of Masters, Sacred Candle,
Buried Pile: Drums of Panic, Sacred Candle (2), Explorer's Pith Helmet,

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: 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([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.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
At the start of your turn, you may exchange a card in your hand with a card in your kit.
When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier)you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


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

Hour of Shelyn's Song. Blood Pig Bout moves to 1d4 ⇒ 4 Den of Iniquity. Reveal Helpful Haversack to examine the top card of my deck: The Worldbreaker. Keep it on top, then move to Den of Iniquity.

Summon and encounter Blood Pig Bout.

Blood Pig Bout:
Blood Pig Bout
Story Bane 3
Type: Barrier
Traits: Skirmish Animal
To Defeat: Combat 12 OR Acrobatics Fortitude Melee Survival 7

Before acting, if you banish the ally Pig, this barrier is defeated.
If undefeated, suffer 1d4 Combat damage then discard an ally.
If defeated, draw the top card of your location; if it is a bane, banish it.

Choose Combat this time around. Display Aspect of the Hawk, choosing Survival. Reveal Fire Gecko to add 1d4. Combat 12+4=16: 1d8 + 5 + 1d6 + 3 + 1d4 ⇒ (7) + 5 + (4) + 3 + (2) = 21 Success. Draw the top card of Den of Iniquity: Dragonbane Greatsword (nice! Going to try to hand this off to Hakon/Blackjack if it survives Ablaze). Take free explore.

Den of Iniquity 2: Armor of Insults. Reveal Erutaki Coat to add 1. Then recharge Dog to character power to make this an autosuccess by adding my Survival. Fortitude 8: 1d8 + 1 + 1 + 1d8 + 5 ⇒ (7) + 1 + 1 + (3) + 5 = 17 Acquired. Display it right away. Recharge Fire Gecko to explore.

Den of Iniquity 3: Haughty Nobles. I... really can't deal with this, especially with the DC bump. As much as it sucks to do so, I'll discard Dragonbane Greatsword for my character power to evade Haughty Nobles (Den of Iniquity is shuffled). Then I'll discard Helpful Haversack for my character power to move after an exploration to join Hakon at Plaza.

Once at Plaza, I'll recharge Sarenrae's Light to heal Hakon 1 card. Then I'll use Balmberry on myself to heal The Snakebite.

End of turn: Ablaze hits for 1d4 - 2 ⇒ (1) - 2 = -1 Fire damage. Aspect of the Hawk is automatically recharged. Recover Balmberry: Survival 8: 1d8 + 5 ⇒ (1) + 5 = 6 Nope, banished. It's a 0 so replacement is free at end of scenario anyway. Choose Hand Size of 7 as I reset.

Zova continues chasing a pig into a drug den. One of the patrons there is not amused by her intrusion and comes at her with his sword drawn. Zova quickly makes short work of him and picks up the sword and his suit of armor, figuring that the bloody heap on the ground has no further use for either. The armor is light and well-fitting, so Zova puts it on thinking it may help with any fights she may get herself into. What she didn't realize, however, is that the armor is enchanted to speak, and it hurls some insults at a nearby group of nobles.

Zova quickly leaves the establishment before she draws even more unwanted attention and returns to a plaza area where she runs into Hakon. The shifter draws two berries imbued with Sarenrae's healing powers and splits them with Hakon as the two of them have a short breather to recover before moving on.

Zova wrote:

Hand: Stone Weasel, Sedja, Erutaki Coat, Fire Gecko, Noble, Aspect of the Frog, Korvosan House Drake,

Displayed: Armor of Insults,
Deck: 12 Discard: 5 Buried: 0
Current Location: Plaza
Hero Points: 0
CCT-3B Playmat: used
CCT-3B Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Sedja: Bury to move any number of local characters to another location. This power cannot be used during an encounter.
- Noble: On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
- Korvosan House Drake: On a local combat check, recharge to add 1d6 and the Mental trait.
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dog, Raven, Sable Company Marine, Cloud Puff, Magistrate, Stone Axe +1, Angelstep, The Snakebite, Sarenrae's Light, Bat, The Worldbreaker
Recharged: Aspect of the Hawk,
Discard Pile: Blessing of Ketephys, The Foreign Trader, Amulet of Mighty Fists, Dragonbane Greatsword, Helpful Haversack,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Survival: Wisdom +3
Charisma d6 ☐ +1

Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
☐ Weapons
POWERS:
When you would banish a spell that has the Animal trait (☑ or discard an ally 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 (☐ +1)(☐ +2). 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)(☐ or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile).
☐ When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
☐ When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait. (☐ At the end of your turn, you may draw all monsters from your discard pile.)

Den of Iniquity 1 and 2 acquired.
Den of Iniquity shuffled.

Status Link
Most Recent BR Refresh

Notes for Zadim: Recharged The Joke
Notes for Hakon: Healed 1
Random Card(s) Used: Ally 1, Blessing 1
Additional Info 1: 1/4 Squealing Pigs displayed at Pits
Additional Info 2: Emperor Pile: Giantbane Greataxe
Base 1-7 remain
Varian - Pits 2-7 remain
Hakon, Zova - Plaza 4-7 remain

Zadim - Tenement 1-7 remain // 1=Squealing Pig
Den of Iniquity Random 3-7 remain // 3=Haughty Nobles


Deck Handler // Searching for: Spell 3 > Blessing 3 > Spell 2

Off turn, bury The Midwife to reload Fly

Hour of Incitation

Start of turn, Display Blood Pig Bout

Where?: 1d4 ⇒ 1 Pits!
Riffle Scrolls: Start of turn, draw Wand of Force Missile, Cult Acolyte, and Fly. Then recharge Wand of Force Missile, Cult Acolyte, and The Foreign Trader.

Stay at Pits
Summon and encounter Blood Pig Bout
Recharge Asmodeus's Tyranny. Banish Vampiric Touch to Recovery, then heal The Idiot.

Combat 12+4: 1d12 + 4 + 2d6 + 1d12 ⇒ (12) + 4 + (1, 4) + (11) = 32 Banished!. Draw and banish Vortex of Madness. Nice!

Banish Fly to recovery to examine Pits Card 3: Dire Badger and Plaza Card 4: Vicious Scythe then move to Tenement


Free explore and encounter then draw Henchman Proxy B1-Squealing Pig

End of Turn, Ablaze: 1d4 - 1 ⇒ (3) - 1 = 2 Recharge Bodyguard to reduce to 0

All spells discard during recovery. Before reset, recharge Vampiric Touch

Before the start of Varian's next turn Bury Zellara's Harrow Deck to reload Fly

After safely depositing one of the requisite pig in the pit, Varian finds his opponants charging madly to at him. I guess they would prefer not score points in this "game." Well...to hell with them!

Instead of doding out of the way, Varian lets loose powerful vampiric energies that have gotten sharper in this corrupted city. One of his rough opponants falls in the mud while the others flee to safety. None of them are mad enough to face this kind of power. Even Radovan has kept to the periphery.

Feeling his power, with only a little bit of nausea, Varian flies into the nearby tenements where Zadim has cornered one more of the noisy swine. Varian is able to snatch the pig and gets ready to return it for yet another point.

Varian wrote:

Hand: Rovagug's Destruction, Grave Tender, Cult Acolyte, Codex, The Foreign Trader, Shield Cloak, Squealing Pig,

Displayed: Radovan (Core),
Deck: 10 Discard: 2 Buried: 1
Current Location: Tenement
Hero Points: 3
NOTES:
Available Support: Foreign Trader: Local Non-Combat, bless and add 1d12

Codex: local check to acquire, add my Knowledge (1d12+3)

Before the start of my next turn, bury Zellara's Harrow Deck from discards to Reload Fly
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bastion Boots, Asmodeus's Tyranny, The Idiot, Sage's Journal, Shadow Barbs, Wand of Force Missile, Lightning Bolt, Bound Imp
Recharged: Bodyguard, Vampiric Touch,
Discard Pile: Fly, Zellara's Harrow Deck,
Buried Pile: The Midwife,

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

Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
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). (☐ If it is an Arcane card, add its level, and you may add each of its traits.)
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards (☐ or you may reload that number of cards instead).
☐ On your check that has a trait matching the adventure's harrow suit, you may recharge (☐ or reload) a spell or a Harrow boon to use Arcane instead of the normal skill.
☑ You may bury a spell or a Harrow boon from your hand or discards to reload or recharge (☐ or draw) an Arcane spell from your discards
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 The Joke
Notes for Hakon: Healed 1
Random Card(s) Used: Ally 1, Blessing 1
Additional Info 1: 1/4 Squealing Pigs displayed at Pits
Additional Info 2: Emperor Pile: Giantbane Greataxe
Base 1-7 remain
Pits 3-7 remain // 3=Dire Badger
Hakon, Zova - Plaza 4-7 remain // 4=Vicious Scythe

Zadim, Varian - Tenement 2-7 remain // (No More Pigs)
Den of Iniquity Random 3-7 remain // 3=Haughty Nobles


Off-turn: Recharge The Joke

Turn 12, under the Harrow of the Winged Serpent
When this is the hour, your Ranged check is blessed.
Blood Pig Bout: 1d4 ⇒ 2 - Plaza
Move to the Plaza

Seeing the scuffle moving into the open Plaza, Zadim heads that way, intent on finding a greasy pig to capture.

Encounter Blood Pig Bout.
Reveal Shuriken +1 for combat. Reveal Scorpion Whip to add +1d4+1. Hour gives me a free Ranged bless.
Check to Defeat - Combat 12: 2d8 + 4 + 1d4 + 1 + 1d4 ⇒ (4, 5) + 4 + (3) + 1 + (1) = 18 - Defeated
Draw Plaza 4 (Vicious Scythe).

He throws himself into the fight, finally coming away holding somebody else's large Scythe. "That's no weapon for a melee like this! Much too clumsy for close combat!" he mutters, as he throws it to one side.

Free Exploration - Plaza #5: Gray Maiden Plate
Reveal Blessing of Wadjet for +1d4
Check to Acquire - Constitution 11: 1d8 + 1d4 ⇒ (7) + (4) = 11 - Wow, acquired!

He also finds a suit of armor that somebody had doffed during the melee. Thinking that it might at least help him from these gouts of flame that keep burning the armor off of him, he stores it somewhere for now.

Recharge Vicious Scythe to examine Plaza #6: Squealing Pig
Discard Ruan Mirukova to heal one (The Rakshasa). Deck shuffled. And explore - Plaza #6: Squealing Pig
Auto-acquire the Squealing Pig

At last, his prize! Zadim scoops up the slimey pig in his arms, poised to run back to the pits with it to claim his point!

Display Gray Maiden Plate.
Aflame: 1d4 - 2 ⇒ (4) - 2 = 2 - Bury Glamered Leather to reduce to 0.
Reveal Blue Star to increase my max hand size to 7. Draw 2 The Joke to reset my hand and end my turn.

As the flames once again burn Zadim's armor clean off him, he quickly replaces it with the Gray Maiden armor he'd found earlier. Although not really his style, it will at least shield him from damage.

Zadim wrote:

Hand: Shuriken +1, Scorpion Whip, Wand of Acid Burst, Blue Star, Squealing Pig, Blessing of Wadjet, The Joke,

Displayed: Bloodroot Poison, Gray Maiden Plate,
Deck: 13 Discard: 2 Buried: 2
Hero Points: 2
NOTES:
Available Support: On any Craft, Diplomacy, Disable, or Stealth check recharge The Joke to bless.
On a check to acquire a Boon 3, discard Blessing of Wadjet to add 2d8
Need Intel?: Recharge Wand of Acid Burst, or Blue Star to examine top card of my location
Local Combat: Recharge Scorpion Whip to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Venomous Fighting Fan +1, Gem of Physical Prowess, The Locksmith, Blowgun, Vicious Scythe, Mouse, The Rakshasa, Spider (Core), Ring of Protection, The Wanderer (Harrow), Armor of Insults, Daggermark Poisoner, Humanbane Rapier
Recharged:
Discard Pile: Blessing of Abadar, Ruan Mirukova,
Buried Pile: Slick Leather, Glamered 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 ☐ 7
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), 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 (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead.
You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
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: Healed 1
Random Card(s) Used: Ally 1, Blessing 1
Additional Info 1: 1/4 Squealing Pigs displayed at Pits
Additional Info 2: Emperor Pile: Giantbane Greataxe
Base 1-7 remain
Pits 3-7 remain // 3=Dire Badger
Hakon, Zova, Zadim - Plaza 7 remain // (No More Pigs)

Varian - Tenement 2-7 remain // (No More Pigs)
Den of Iniquity Random 3-7 remain // 3=Haughty Nobles


Deck Handler // Searching For: Spell 3 > Item 3 > Ally 3*3 > Ally 2 > Weapon 2*2 > Blessing 3

OFF-TURN ACTIONS:
Hakon is healed for 1: (Incitation). Deck shuffled.
Per my notes: Hakon sends Delve to Recovery to search his deck for Shining Wayfinder, drawing it at the end of Zadim's turn.

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

Haughty Nobles is a rare example of a bane I'm most qualified to deal with among the party, so over to the Den for me.

Start of Turn: Hakon discards Abadar's Law (Blessing) to draw Master of Masters from his discards with his character power.
Start of Turn: Hakon exchanges Glorious Warhammer with Blackjack’s Rapier from his kit with his character power.

Hakon hears of Zova's experiences as they eat and reinvigorate themselves. Pulling up his mask, Hakon decides to go to the Den that Zova described in the hunt for the lost pig.

Hakon moves to the Den of Iniquity.
Free exploration: 1d5 + 2 ⇒ (2) + 2 = 4

Den Of Iniquity Card 4: Bogeyman:

CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Hakon reloads Blackjack's Rapier to his character power, as modified by his Blackjack power, to add his Diplomacy (+1d8+3) to his check against a monster.
BA: Wisdom 8 (Hakon): 1d4 + 1d8 + 3 ⇒ (1) + (2) + 3 = 6 -> Fail; Hakon is Frightened.

Hm. That changes things. I was going to explore again with Master of Masters, then use my Shining Wayfinder to move over and encounter the Badger as a free "non-explore encounter." But with Frightened, encountering the Badger seems a terrible idea, so instead I'll just focus on this location.

Combat: Hakon reveals Blackjack's Daggers to use Melee +1d4+2.
Hakon discards Master of Masters to bless twice.
Combat/Melee 14+4 (Bless*2): 3d10 + 2 + 1d4 + 2 ⇒ (3, 8, 5) + 2 + (1) + 2 = 21 -> Pass.
Defeated.

Not long after entering the establishment, Hakon senses an eerie aura emanating from a strangely-dressed figure in an... unnaturally dark corner of the den, even one as seedy as this. Nobody sits by them, nor near them. And the more Hakon looks, it seems as though the darkness around the individual somehow grew darker even as they remained perfectly in view.

They wore a hat, but Hakon could not make out their face underneath... or could they? There was something there, something shifting, something...

The figure turns their head up, and locks eyes with Hakon. For a moment, Hakon was neither Blackjack nor Guardsman, but was back as a younger skald, locking eyes with... Girt Bearwearer?

Hakon froze. The face of the man who murdered his huscarl, his friends, his brother stared back at him. It should have evoked fury. Righteous, blinding, vengeful fury.

Instead, Hakon froze in terror.

The figure stood up, approaching. The den seemed to disappear around them, like nothing existed but the figure and Hakon. It grew close, lifting a withered arm at Hakon, and only when the thing was nearly touching him did Hakon fight through the paralyzing fear, shouting out a war-call and swinging out with both of his magical daggers to slice off the arm of the creature.

The creature - not Girt, something wearing his face like a cloak of fear - screeches and vanishes into thin-air, or perhaps returned to its proper world.

But the fear lingered, both upon Hakon and the witnesses to the terrifying spectacle before them.

Hakon discards Shining Wayfinder to examine the top card of his location...Card # (4==7): 1d4 + 2 ⇒ (2) + 2 = 4

Den Of Iniquity Card 7: Wand of Enervation:

Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Hakon explores with the Shining Wayfinder's power.
Asking Zadim to discard Blessing of Wadjet, per notes.

Intelligence 10 (Harrow, Blessing of Wadjet): 1d6 + 1d4 + 2d8 ⇒ (3) + (3) + (7, 5) = 18 -> Pass.
Acquired.

Doing his best to suppress the magical fear, Hakon picks up an energy-draining wand that was dropped by the... thing it vanished. Varian would know more about such a tool...

Hakon displays Gray Maiden Plate.

Hakon ends his turn.
Ablaze: Hakon suffers 1d4 - 2 ⇒ (1) - 2 = -1 Fire damage. No damage.
Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded, except for Commune which is buried.
Hakon resets his hand.

Hakon wrote:

Hand: Blackjack’s Daggers, Abadar's Law, Wand of Enervation, Priest of Asmodeus, Blackjack’s Rapier,

Displayed: Blackjack’s Gear, Gray Maiden Plate,
Current Location: Plaza
Kit: Priest of Pharasma, Glorious Warhammer, Double Chicken Saber +1, Hero Points: 3
Hakon has the following scourges marked:
Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

When your location is closed, you may remove this scourge.


Deck: 4 Discard: 9 Buried: 4
NOTES:
Available Support: Blackjack's Gear - Recharge to move (outside of an encounter). Use liberally to set Hakon to a guarding position or a supporting position, especially if he has good local support.
Priest of Asmodeus - Bury Wand of Enervation or Abadar's Law to reroll a local check.
Abadar's Law - Discard to bless, recharge to bless a check to acquire
Wand of Enervation - Bury to reduce the difficulty of any combat check by 2d4. If unused by my next turn, I'll likely try to pass it to Varian, using Blackjack's Gear to move if necessary.
Bury a card or Reload a Blackjack boon (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, by default.
Movement: Move per current player's decision
Other: Please take note of my Kit and feel free to request that I pull cards from it.

Don't be particularly concerned by my health or scourge. Even if my location isn't closed by the end of the next turn I can go and clear my status at the Base, and I'll still be able to move and explore by using my power to re-draw Shining Wayfinder from my discards (or I can just remain at the Base). As for my health, I can grab Priest of Pharasma from my kit as Blackjack for a cure effect.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bodyguard, Incitation, Blessing of Kofusachi, Cure (Core)
Recharged:
Discard Pile: Blessing of Wadjet, The Inquisitor (Harrow), Divine Fortune (Core), Master of Masters, Sacred Candle, Abadar's Law (2), Master of Masters, Shining Wayfinder, Delve,
Buried Pile: Drums of Panic, Sacred Candle (2), Explorer's Pith Helmet, Commune (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: 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([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.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
At the start of your turn, you may exchange a card in your hand with a card in your kit.
When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier)you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


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

The Bout's location on Hakon's turn could impact my turn so I'm going to roll for it here and just assume Hakon still does his turn as-is. 1d4 ⇒ 2 Plaza (Plaza 7 - Remove Disease placed on Emperor Pile).

Hour of The Mountain Man (On your Strength or Constitution check, you may recharge a card to reroll.) Blood Pig Bout moves to 1d4 ⇒ 4 Den of Iniquity. Move to Pits, placing 3,5,6: 1d3 ⇒ 2 Den of Iniquity 5 - Henchman Proxy B5 on the Emperor Pile.

Explore Pits 3: Dire Badger.

Dire Badger:
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.

Choose Survival. Survival 6: 1d8 + 5 ⇒ (3) + 5 = 8 Automatic success, defeated. Was not defeated by a combat check, so no damage. Discard Korvosan House Drake to explore. I think I can make use of its re-exploration ability should I encounter a barrier since it's part of the same power that lets me explore, and it is not a displayed card so wouldn't count as a separate play to use.

Pits 4: Henchman Proxy B3. I encounter and draw it per storybook. Then since I'm already at Pits I will display it for a point. Then, bury Sedja to move to Plaza.

Attempt to close empty location Plaza. I suck at this but there's no harm in trying. Recharge Noble to add 1d6. # is 3 since this is a check against a location, not a bane (Legendary only increases # against banes). Charisma 5+3=8: 2d6 ⇒ (3, 4) = 7 Failure.

End of turn suffer 1d4 - 2 ⇒ (3) - 2 = 1 Fire damage; recharge Stone Weasel to reduce it by 1. Then choose Hand Size of 7 as I reset.

Zova spots one of the badgers climbing out of the pits. Recognizing the danger this could cause, she rushes over and coaxes it safely outside of the arena. The poor thing doesn't deserve to be trapped inside a giant hole, and she senses its relief once it is able to breathe fresh air once more.

On her way back, one of the greased pigs that previously escaped the arena also runs into Zova. Unlike the badger, she knows that if this pig is released it will be quickly captured and killed anyway for meat, so she might as well help her team win the game with it if it will die regardless. She puts it into the pit the badger escaped from, as it will at least not die immediately there due to there no longer being an angry animal present to attack it.

Afterwards, Zova spots Zadim at the plaza. She heads there, with her arrival providing enough interruption for one of the so-called emperor's lackeys to quickly swipe a nearby scroll. With the help of one of the Nobles that she befriended, she tries to calm down down the previous owner of the scroll and promises that she will reclaim and return it. However, she is unsuccessful in doing so.
 

Zova wrote:

Hand: Raven, Sable Company Marine, Erutaki Coat, Dog, Fire Gecko, Aspect of the Frog, Bat,

Displayed: Armor of Insults,
Deck: 10 Discard: 6 Buried: 1
Current Location: Plaza
Hero Points: 0
CCT-3B Playmat: used
CCT-3B Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Sable Company Marine: On the first combat check of a turn, if it is local, recharge to add 1d8.
- Bat: On a local Ranged or Survival check, recharge to add 1d4.
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloud Puff, Stone Axe +1, The Snakebite, Sarenrae's Light, The Worldbreaker, Magistrate, Angelstep
Recharged: Aspect of the Hawk, Noble, Stone Weasel,
Discard Pile: Korvosan House Drake, Blessing of Ketephys, The Foreign Trader, Amulet of Mighty Fists, Dragonbane Greatsword, Helpful Haversack,
Buried Pile: Sedja,

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:
☐ Weapons
POWERS:
When you would banish a spell that has the Animal trait (☑ or discard an ally 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 (☐ +1)(☐ +2). 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)(☐ or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile).
☐ When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
☐ When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait. (☐ At the end of your turn, you may draw all monsters from your discard pile.)

Status Link
Most Recent BR Refresh

Random Card(s) Used: Ally 1, Blessing 1
Additional Info 1: 2/4 Squealing Pigs displayed at Pits
Additional Info 2: Emperor Pile: Giantbane Greataxe, Remove Disease, Henchman Proxy B5
Base 1-7 remain
Pits 5-7 remain // (No More Pigs)
Zadim, Zova - Plaza

Varian - Tenement 2-7 remain // (No More Pigs)
Hakon - Den of Iniquity Random 3, 6 remain // 3=Haughty Nobles (No More Pigs)


Deck Handler // Searching for: Spell 3 > Blessing 3 > Spell 2

Off turn, bury Zellara's Harrow Deck from discards to Reload Fly

Hour of Asmodeus's Tyranny

Start of turn, Blood Pig Bout moves to: 1d4 ⇒ 1 Pits

Riffle Scrolls: Start of turn, Draw Fly, Bound Imp, and Shadow Barbs. Then recharge Fly, Rovagug's Destruction, and Cult Acolyte


Move to Pits
Summon and encounter Blood Pig Bout
Harrow of Crowns. Discard The Foreign Trader

Acrobatics 7+4: 1d8 + 1 + 1d8 + 1d12 ⇒ (2) + 1 + (7) + (10) = 20 Draw Frost Ray

Banish Bound Imp to Recovery to draw Enervation and Wand of Force Missile

Display Squealing Pig


Free explore and encounter Covering Heavy Shield
Discard Codex

Constitution 6: 1d4 + 1d12 + 4 ⇒ (2) + (4) + 4 = 10 Acquired!

Discard Grave Tender to explore and encounter The Unveiling

Craft 5: 1d4 ⇒ 1 Banished. Take 1 Combat Damage from the location, recharge Shield Cloak to reduce to 0

To Close: Draw Lightning Bolt. Then recharge hand. Choose not too Shuffle deck.


Blood Pig Bout Banished. Throne Room Created
Move to Tenement

Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2 Nothing in hand to discard

Varian ends his turn.

Varian attempts to recover all cards in his Recovery pile. Harrow
Bound Imp : Arcane 8: 1d12 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 -> Bound Imp recharged.

Varian resets his hand.

Squealing Pig in hand, Varian spies the Shinglesnipes (the opposing team), taking position around his pit in order to block the point. Varian takes note of their numbers...many...and their formation...sloppy. Too Many. None are guarding their pit.

"Radovan, get ready to block their pig pit. It's time to finish this game!"

At that, Varian makes a show of running toward the pit, pig squealing all of the way. Plotting the probable trajectory of the other team's toughs, he launches himself to the side at just the right time. In response the Shinglesnipe thugs slam into each other. Varian dances backwards holding the pig at arms length in front of him, taunting his opponanents. They trip over themselves in a clumsy attempt to snatch the pig. Varian jigs to the right hopping on top of an over turned cart, then, flips over a the last defender, then neatly deposits the pig in it's pit with its two brethern.

The crowd roars in approval. And throws a scroll at his feet. Grateful, he snatches up the scroll. And boasts, "Is that all you've got? Throw me something more substantial and I'll give you a show!"

A grave fellow with a slight curl in his lips throws Varian a workable shield. "That will have to do!" Varian turns to see the mass of Shinglesnipes scattered with some attempting to reinforce their goal...in vain, as Radovan has set a number of obstacles in their path. Someone tries to though a vial Varian's way but it breaks agaisnt his cloak harmlessly.

Varian cracks his knuckles readying spell and his wand, approaching the opposing team's pit. Lightning, and Frost crackling through his fingers, force growing within the wand. Normally these things require finesse to aim, bu Varian's target is clear.

In an instant power magic force launch at the crudely dug pit destroying any semblance of it's previous form. It no longer can hold much of anything, let alone scared pigs.

Radovan looks up addressing the Emporer, "I guess that means we win."

The emporer lurches to his feet and bellows, “Two out of three!” only to be told by a nervous thug that they’ve run out of pigs. For a moment, the emperor seems ready to strap the thug into the Tall Knife. An instant later he regains his composure, "A curious win, to be sure. Congratulations." The crowd erupts in support!

The emporer proclaims this new team the winners with the accompanying invitation to his balcony.

Concerned that there is something else at play, Varian fades back into the Tenements.

Varian wrote:

Hand: Bastion Boots, Asmodeus's Tyranny, The Idiot, Bodyguard, Fly, Sage's Journal, Vampiric Touch,

Displayed: Radovan (Core),
Deck: 10 Discard: 3 Buried: 2
Current Location: Tenement
Hero Points: 3
NOTES:
Available Support: Asmodeus's Tyranny: Recharge to Bless, don't miss!

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

Bodyguard: Local Damage Reduce by 3
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Rovagug's Destruction, Cult Acolyte, Shield Cloak, Lightning Bolt, Covering Heavy Shield, Shadow Barbs, Enervation, Wand of Force Missile, Frost Ray, Bound Imp ,
Discard Pile: The Foreign Trader, Grave Tender, Codex,
Buried Pile: The Midwife, Zellara's Harrow Deck,

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

Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
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). (☐ If it is an Arcane card, add its level, and you may add each of its traits.)
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards (☐ or you may reload that number of cards instead).
☐ On your check that has a trait matching the adventure's harrow suit, you may recharge (☐ or reload) a spell or a Harrow boon to use Arcane instead of the normal skill.
☑ You may bury a spell or a Harrow boon from your hand or discards to reload or recharge (☐ or draw) an Arcane spell from your discards
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: Ally 1, Blessing 1
Additional Info 2: Emperor Pile: Giantbane Greataxe, Remove Disease, Henchman Proxy B5
Base 1-7 remain

Zadim, Zova - Plaza

Varian - Tenement 2-7 remain // (No More Pigs)
Hakon - Den of Iniquity Random 3, 6 remain // 3=Haughty Nobles (No More Pigs)
Throne Room // Needs to be built


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.

When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the empreror pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.

To win, defeat and corner Pilts Swastel.

Additional Rules:  
Wildcards

Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.

Harrows

The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

Zova: 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.

Varian: The Idiot:

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

Zadim: 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.

Hakon: The Inquisitor:

CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.

Story Banes

Danger: Thug
Villain: None
Henchmen: None

Danger:

Thug:

Story Bane
Traits:
Fighter
Human
Veteran

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

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

Scenario Level (#): 4

Turn: 16, Zadim/Maelwys

Random Cards:

Monsters
Spoiler:
Ash Giant
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

Spoiler:
Landshark
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.

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

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

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

Barriers
Spoiler:
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.

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

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

Spoiler:
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.

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

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:
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.

Spoiler:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

Spoiler:
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.

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

Spoiler:
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:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

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

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

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

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

Spoiler:
Magic 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:
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.

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:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.

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

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

Spoiler:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.

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:
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:
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:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Spoiler:
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.

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

Spoiler:
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.

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

Spoiler:
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.

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hakon/Yewstance:
Spoiler:
Hourglass Card 1 Hakon/Yewstance
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 2 Zova/skizzerz:
Spoiler:
Hourglass Card 2 Zova/skizzerz
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 3 Varian/NathanDavis:
Spoiler:
Hourglass Card 3 Varian/NathanDavis
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 Zadim/Maelwys:
Spoiler:
Hourglass Card 4 Zadim/Maelwys
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.
Hourglass Card 5 Hakon/Yewstance:
Spoiler:
Hourglass Card 5 Hakon/Yewstance
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 6 Zova/skizzerz:
Spoiler:
Hourglass Card 6 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 7 Varian/NathanDavis:
Spoiler:
Hourglass Card 7 Varian/NathanDavis
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 8 Zadim/Maelwys:
Spoiler:
Hourglass Card 8 Zadim/Maelwys
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 9 Hakon/Yewstance:
Spoiler:
Hourglass Card 9 Hakon/Yewstance
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 10 Zova/skizzerz:
Spoiler:
Hourglass Card 10 Zova/skizzerz
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 11 Varian/NathanDavis:
Spoiler:
Hourglass Card 11 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 12 Zadim/Maelwys:
Spoiler:
Hourglass Card 12 Zadim/Maelwys
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.
Hourglass Card 13 Hakon/Yewstance:
Spoiler:
Hourglass Card 13 Hakon/Yewstance
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 Zova/skizzerz:
Spoiler:
Hourglass Card 14 Zova/skizzerz
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

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

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

Base Card 1:
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:
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:
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 4:
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 5:
Cressida Kroft
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Base Card 6:
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 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 #2: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zadim/Maelwys, Zova/skizzerz, None

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

Tenement Card 1:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Tenement Card 2:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Tenement Card 3:
Shock Glaive
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Tenement Card 4:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Tenement Card 5:
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.
Tenement Card 6:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

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

Den Of Iniquity Card 2:
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.

Location #6: Throne Room
Urban
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: A local character summons and defeats the story bane Rioting Mob.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None
Throne Room Card 1:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Throne Room Card 2:
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.
Throne Room Card 3:
Remove Disease
CotCT
Spell 1
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to remove the scourge Plagued from any number of local characters.

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

Throne Room Card 4:
Jabbyr
CotCT
Story Bane 3
Type: Monster
Traits:
Barbarian
Gnome
To Defeat:
Combat 11
THEN Combat 12
Before acting, if you have the Gnome trait, you may discard a card to add 1d12 to your checks to defeat.
The difficulty to defeat is increased by twice the hour's level.
If undefeated, a random local character suffers 1d4 Combat damage.
Throne Room Card 5:
Pilts Swastel
CotCT
Story Bane 3
Type: Monster
Traits:
Aristocrat
Human
To Defeat:
Combat 13
OR Diplomacy 10
Before acting, each local character rolls their Wisdom. If the number of cards in their hand exceeds the result, they recharge a number of random cards equal to the difference.


Turn 16, the Hour of Prayer
Move to Throne Room

With the declaration that they've now won, Zadim heads up to the balcony to claim their prize. He keeps his guard up though, peaking out before stepping out... and apparently he was nervous with good reason, as he spots a mean-looking thug waiting to ambush him. Zadim quickly turns the ambush around, and after a few moments of struggle he manages to overpower and dispatch the thug. "Make sure he's got nowhere to run to, I'll find this 'emperor'" he calls down to his friends, before turning to follow where the emperor disappeared.

Recharge Squealing Pig (or now I guess Thug?) from hand to examine top card - Throne Room #1: Thug
Free Exploration - Throne Room #1: Thug
BYA - Strength 4+#=8: 1d8 ⇒ 4 - Failed: 1d4 ⇒ 2 Combat Damage. Draw Gray Maiden Plate to reduce damage by 2. Display Gray Maiden Plate.
Reveal Shuriken +1 for combat. Reveal Blue Star (using Shuriken gametext) to add +1d4. Recharge Scorpion Whip to add Stealth
Check to Defeat - Combat 10+##=18: 1d8 + 4 + 1d4 + 1d4 + 1d8 + 4 ⇒ (2) + 4 + (1) + (2) + (1) + 4 = 14 - Holy crow. I'll use my shirt reroll on that, because that's too many 1s and 2s.
Check to Defeat - Combat 10+##=18: 1d8 + 4 + 1d4 + 1d4 + 1d8 + 4 ⇒ (3) + 4 + (1) + (2) + (7) + 4 = 21 - Much better! Defeated, non-closing.

Recharge Wand of Acid Burst to examine the top card - Throne Room #2: Giantbane Greataxe

Fire Damage: 1d4 - 2 ⇒ (1) - 2 = -1
Draw 3 to reset my hand and end my turn.

Zadim wrote:

Hand: Shuriken +1, Blowgun, Armor of Insults, Blue Star, The Locksmith, Blessing of Wadjet, The Joke,

Displayed: Bloodroot Poison, Gray Maiden Plate,
Deck: 12 Discard: 2 Buried: 2
Hero Points: 2
NOTES:
Available Support: On any Craft, Diplomacy, Disable, or Stealth check recharge The Joke to bless.
On any Acrobatics or Disable check, discard The Locksmith to bless twice.
On a check to acquire a Boon 3, discard Blessing of Wadjet to add 2d8
Need Intel?: Recharge Blue Star to examine top card of my location
Local Combat: Recharge Blowgun to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Venomous Fighting Fan +1, The Wanderer (Harrow), Ring of Protection, Vicious Scythe, The Rakshasa, Mouse, Spider (Core), Daggermark Poisoner, Gem of Physical Prowess, Humanbane Rapier
Recharged: Thug, Scorpion Whip, Wand of Acid Burst,
Discard Pile: Blessing of Abadar, Ruan Mirukova,
Buried Pile: Slick Leather, Glamered 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 ☐ 7
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), 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 (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead.
You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
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 1, Blessing 1
Additional Info 2: Emperor Pile: Giantbane Greataxe, Remove Disease, Henchman Proxy B5
Base 1-7 remain

Zova - Plaza

Varian - Tenement 2-7 remain // (No More Pigs)
Hakon - Den of Iniquity Random 3, 6 remain // 3=Haughty Nobles (No More Pigs)
Zadim - Throne Room 2-5 remain // 2=Giantbane Greataxe


Deck Handler // Searching For: Spell 3 > Item 3 > Ally 3*3 > Ally 2 > Weapon 2*2 > Blessing 3

OFF-TURN ACTIONS:
After Zadim's turn, Hakon recharges Blackjack's Gear to move to the Tenement.
========================
Hakon starts his turn.
Hour Power: When you would bury a boon, succeed at its check to acquire or banish it instead.

Start of Turn: Hakon exchanges Blackjack’s Rapier with Priest of Pharasma from his kit with his character power.

Hakon gives Wand of Enervation to Varian.

The icy grip of magical fear still holding his heart, Hakon nevertheless forces himself out of the Den, finding comfort in blending among the crowds. Hakon is amidst the cheers across the tenement as the game reaches its conclusion with Varian's goal, and from his vantage point spies Zadim's struggle with the attempted ambush.

Hakon hurriedly navigating through the crowd, finding Radovan - sticking out like a sore thumb - first. Hakon tells Radovan to round up Varian and the others to provide backup to Zadim, giving over the wand he found so that it can be passed on to their wizard-employer.

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

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.

The remaining cohorts are returned in the same order.

Base: Hakon removes his Frightened scourge.

Hakon displays Trinia Sabor.

Hakon discard Abadar's Law to explore the Base: Hakon looks at the top 3 cards of the Base and draws...

Base Card 4: 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 heals 1 card (Shining Wayfinder).

Hakon sends Cure to Recovery to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards.
Hakon is healed for 2: (Master of Masters, Sacred Candle). Deck shuffled.

Hakon displays Vencarlo Orisini.

Hakon tries to fight through the crowds to Zadim, but spies a familiar face through the throng. Hakon halts for a moment, torn, before chasing after the familiar face. He could have sworn he spied the real Blackjack - is that the right thing to call him? - Vencarlo, alive and well, along with the framed painter he had saved so long ago.

Hakon ends his turn.
Ablaze: Hakon suffers 1d4 - 2 ⇒ (4) - 2 = 2 Fire damage, and discards his displayed Gray Maiden Plate to reduce the damage to 0.
Hakon resets his hand.

Hakon wrote:

Hand: Blackjack’s Daggers, Sacred Candle, Shining Wayfinder, Bodyguard, Priest of Asmodeus,

Displayed: Trinia Sabor, Vencarlo Orisini,
Kit: Blackjack’s Rapier, Glorious Warhammer, Double Chicken Saber +1, Hero Points: 3
Deck: 4 Discard: 8 Buried: 5
NOTES:
Available Support: Vencarlo Orisini - Bury to add +1d6 after a combat roll
Trinia Sabor - Bury to add 1d4+2 to any non-combat check
Sacred Candle - Bury to draw the hour (use to manipulate the hour power to your advantage, or draw more support if everyone else is out of blessings before you explore)

All of my other support is local only; I can move (and 'explore') with Shining Wayfinder if needed, however. Keep that in mind if anyone is likely about to end the scenario!
Movement: Move per current player's decision
Other: Please take note of my Kit and feel free to request that I pull cards from it.

If the hour is a Blessing 3 or of a Books suit, Hakon will bury Sacred Candle to draw the hour.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Incitation, Blessing of Kofusachi, Blackjack’s Gear, Cure (Core)
Recharged:
Discard Pile: Blessing of Wadjet, The Inquisitor (Harrow), Divine Fortune (Core), Abadar's Law (2), Master of Masters, Delve, Abadar's Law, Gray Maiden Plate,
Buried Pile: Drums of Panic, Sacred Candle (2), Explorer's Pith Helmet, Commune (Core), Priest of Pharasma,

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: 5 ☐ 6 ☐ 7
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([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.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
At the start of your turn, you may exchange a card in your hand with a card in your kit.
When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier)you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


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

Hour of Desna's Freedom. Move to Throne Room and explore.

Throne Room 2: Giantbane Greataxe. Recharge Dog to add my Survival, then recharge Raven to add 1d10. Strength 12: 1d6 + 1d8 + 5 + 1d10 ⇒ (4) + (3) + 5 + (10) = 22 Success, acquired. Discard Sable Company Marine to explore.

Throne Room 3: Remove Disease. Wisdom 8: 1d8 + 2 ⇒ (8) + 2 = 10 Success, acquired.

End turn, suffering 1d4 - 2 ⇒ (2) - 2 = 0 Fire damage. Discard Giantbane Greataxe and Remove Disease as I reset my hand with a Hand Size of 7.

With the game concluded, Zova rushes up to the balcony where the so-called Emperor of Old Korvosa recently was. He has since receded further into his lair, but Zova takes the opportunity to collect some of the things hastily left behind by the thugs on the opposing team.

Zova wrote:

Hand: The Worldbreaker, Cloud Puff, Erutaki Coat, Sarenrae's Light, Fire Gecko, Aspect of the Frog, Bat,

Displayed: Armor of Insults,
Deck: 9 Discard: 9 Buried: 1
Current Location: Throne Room
Hero Points: 0
CCT-3B Playmat: used
CCT-3B Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Bat: On a local Ranged or Survival check, recharge to add 1d4.
- The Worldbreaker: On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
- Sarenrae's Light: Recharge to heal a card if local to Zova.
- Cloud Puff: Send to recovery to ignore a bane's powers that happen before or after acting if local to Zova.
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Angelstep, The Snakebite, Magistrate, Stone Axe +1
Recharged: Aspect of the Hawk, Noble, Stone Weasel, Dog, Raven,
Discard Pile: Korvosan House Drake, Blessing of Ketephys, The Foreign Trader, Amulet of Mighty Fists, Dragonbane Greatsword, Helpful Haversack, Sable Company Marine, Giantbane Greataxe, Remove Disease,
Buried Pile: Sedja,

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:
☐ Weapons
POWERS:
When you would banish a spell that has the Animal trait (☑ or discard an ally 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 (☐ +1)(☐ +2). 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)(☐ or to search the blessings discard pile for a blessing then put it on top of the blessings discard pile).
☐ When you play a blessing that has the Basic trait on your check to defeat, add 1d12 instead of the normal die. If the check invokes the Animal or Lycanthrope trait, you may recharge the blessing instead of discarding or burying it.
☐ When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait. (☐ At the end of your turn, you may draw all monsters from your discard pile.)


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

During This Scenario: At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.

When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location, when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.

When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the empreror pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.

To win, defeat and corner Pilts Swastel.

Additional Rules:  
Wildcards

Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.

Harrows

The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

Zova: 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.

Varian: The Idiot:

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

Zadim: 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.

Hakon: The Inquisitor:

CotCT Blessing 1
Traits: Harrow Suit: Books Veteran
When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances.

Story Banes

Danger: Thug
Villain: None
Henchmen: None

Danger:

Thug:

Story Bane
Traits:
Fighter
Human
Veteran

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

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

Scenario Level (#): 4

Turn: 19, Varian/NathanDavis

Random Cards:

Monsters
Spoiler:
Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

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

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

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

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

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

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

Spoiler:
Brain Mold
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.

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

Weapons
Spoiler:
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.

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

Spoiler:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

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

Spoiler:
Acidic Bolas
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.

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

Spoiler:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

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

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


Spoiler:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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


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

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


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

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

Spoiler:
Persona Mask
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

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

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

Spoiler:
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.

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

Spoiler:
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.

Spoiler:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Spoiler:
Raccoon
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.

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

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

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

Spoiler:
The Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to 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:
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.

Hour Power: When another character avenges your encounter, heal 1d4 cards.

Current Hour:

The Paladin:
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.

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zadim/Maelwys:
Spoiler:
Hourglass Card 1 Zadim/Maelwys
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.
Hourglass Card 2 Hakon/Yewstance:
Spoiler:
Hourglass Card 2 Hakon/Yewstance
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 3 Zova/skizzerz:
Spoiler:
Hourglass Card 3 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 4 Varian/NathanDavis:
Spoiler:
Hourglass Card 4 Varian/NathanDavis
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 5 Zadim/Maelwys:
Spoiler:
Hourglass Card 5 Zadim/Maelwys
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 Hakon/Yewstance:
Spoiler:
Hourglass Card 6 Hakon/Yewstance
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 7 Zova/skizzerz:
Spoiler:
Hourglass Card 7 Zova/skizzerz
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 8 Varian/NathanDavis:
Spoiler:
Hourglass Card 8 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 9 Zadim/Maelwys:
Spoiler:
Hourglass Card 9 Zadim/Maelwys
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.
Hourglass Card 10 Hakon/Yewstance:
Spoiler:
Hourglass Card 10 Hakon/Yewstance
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 Zova/skizzerz:
Spoiler:
Hourglass Card 11 Zova/skizzerz
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

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

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

Base Card 1 (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 2 (Thousand Bones):
Thousand Bones
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Base Card 3:
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 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:
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: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Tenement Card 1:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Tenement Card 2:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Tenement Card 3:
Shock Glaive
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Tenement Card 4:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Tenement Card 5:
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.
Tenement Card 6:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

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

Den Of Iniquity Card 2:
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.

Location #6: Throne Room
Urban
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: A local character summons and defeats the story bane Rioting Mob.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Zadim/Maelwys, Zova/skizzerz, None
Throne Room Card 1:
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.
Throne Room Card 2:
Pilts Swastel
CotCT
Story Bane 3
Type: Monster
Traits:
Aristocrat
Human
To Defeat:
Combat 13
OR Diplomacy 10
Before acting, each local character rolls their Wisdom. If the number of cards in their hand exceeds the result, they recharge a number of random cards equal to the difference.
Throne Room Card 3:
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.

Throne Room Card 4:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Throne Room Card 5:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Throne Room 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.
Throne Room Card 7:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Throne Room Card 8:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Throne Room Card 9:
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.
Throne Room Card 10:
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.
Throne Room Card 11:
Jabbyr
CotCT
Story Bane 3
Type: Monster
Traits:
Barbarian
Gnome
To Defeat:
Combat 11
THEN Combat 12
Before acting, if you have the Gnome trait, you may discard a card to add 1d12 to your checks to defeat.
The difficulty to defeat is increased by twice the hour's level.
If undefeated, a random local character suffers 1d4 Combat damage.


Deck Handler // Searching for: Spell 3 > Blessing 3 > Spell 2

Off turn, Given Wand of Enervation
Hour of the Paladin

Riffle Scrolls: Start of turn, draw Rovagug's Destruction, Cult Acolyte, Shield Cloak, then recharge Wand of Enervation, Cult Acolyte, Rovagug's Destruction


Move to Throne Room

Free explore and encounter Demonling
BA Perception 5: 1d6 + 1 ⇒ (2) + 1 = 3 2 Poison Damage. Recharge Shield Cloak to reduce to 0
Harrow
Knowledge 6: 1d12 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11 Banished!

Discard Bodyguard to explore and encounter Pilts Swastel!
Zadim and Zova roll Wisdom. If the number of cards in hand exceeds the result, recharge a number of random cards equal to the difference.
Reveal Sage's Journal

Wisdom 6: 1d6 + 1d4 ⇒ (3) + (2) = 5 Recharge Bastion Boots
Banish Vampiric Touch to recovery. Reveal Sage's Journal. Urban: Recharge The Idiot
Combat 13: 1d12 + 4 + 2d6 + 1d4 + 1d4 ⇒ (5) + 4 + (2, 2) + (3) + (1) = 17 Heal The Foreign Trader. Close the Throne Room. Pilts Swastel flees!

Move Zova to Tenement. Varian and Zadim to Den of Iniquity.


Banish Fly to Recovery to examine Plaza and Den of Iniquity

Plaza 1-2 Random Blessings, 3 Pilts: 1d3 ⇒ 1 Random Blessing
Den of Iniquity,3 New Card: 1d3 ⇒ 3
1 Random Blessing, 2 Pilts: 1d2 ⇒ 2 Pilts is at the top of Den of Iniquity! Move Varian to Plaza!

Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0 No damage

Before Reset, recharge Fly.

It appears this Emperor is not so anxious to meet us.
As Zadim tustles with the Emperor's thugs, Varian takes advantage of the confusion and rushes the stairs. He's greeted by a poisonous miasma. Varian wraps his shield cloak around his face and persists.

As he's about to reach the balcony, Varian discovers the source of the foul miasma. A pet demonling regarding the wizard as less than a threat. Varian quickly peruses his scrolls, and pulls a smokey one out. The demonling begins to approach, not wishing to prolong the kill. Varian quickly scans the cursed document, then drops the ground with chalk in hand sketching a small but precise glyph, then shuffles backward.

The demonling registers surprise as it loses the ability to move of its own volition and in fact finds itself being drawn to the glyph. As its form touches the glyph, it's material form dissapates into nothing...or at least nothing that can be detected on this plane.

Staring at this display from his perch on the balcony is none other than Pilts Swastel, who strikes a more pathetic figure this close up. His royal costume, threadbare. And his face marked by the blood veil. Seeing Varian's power, a flash of fear flits across his face. He gathers himself and a calm almost hypnotic voice leaves his lips, "You have proven yourself! And I am pleased to welcome you to this court."

For a moment, Varian is almost taken in, but he knows a thing or two about royalty. Vagrant or not, they cannot be trusted! Varian approaches as if to offer himself to this supposed king, lulling the man into a false sense of superiority. As he get's close, Varian lunges grabbing a hold of Pilts tight...draining the life away from him.

Pilts shrieks pulling away with all his might. While the blood fades from his face, he manages to take a drink of a handy elixir and is able to slide his hand free with quickness and grace. Having escaped Varian's death grip, he flips supernaturally off of the balcony landing in the streets below. Quickly he's lost in the crowd.

Varian grits his teeth, and casts yet another spell...this time a wave of nausea hits him. But he is now floating a foot above ground. Varian takes to the skies, looking this way and that. He thought he saw Pilts' figure alone in the plaza, but it was just some ragged priest. He then flies to a den of iniquity and sure enough spots the emporer slipping in.

Zova and Zadim run out of the Emporer's "throne room," finding Radovan with a smug expression. "He's all yours, Zadim. Make it count."

Hand: Lightning Bolt, Frost Ray, Sage's Journal, Wand of Enervation, Bound Imp , Asmodeus's Tyranny, The Idiot,

On Zadim's turn, banish Bound Imp to recovery to draw Enervation, and Shadow Barbs

Varian wrote:

Hand: Lightning Bolt, Frost Ray, Shadow Barbs, Enervation, Sage's Journal, Wand of Enervation, Asmodeus's Tyranny, The Idiot,

Displayed: Radovan (Core),
Deck: 8 Discard: 4 Buried: 2
Current Location: Tenement
Hero Points: 3
NOTES:
Available Support: Asmodeus's Tyranny: Recharge to Bless, don't miss!

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+4)
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wand of Force Missile, Bastion Boots, Shield Cloak, Covering Heavy Shield, Rovagug's Destruction, Cult Acolyte, The Foreign Trader
Recharged: Fly,
Discard Pile: Vampiric Touch, Grave Tender, Codex, Bodyguard,
Buried Pile: The Midwife, Zellara's Harrow Deck,

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

Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
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). (☐ If it is an Arcane card, add its level, and you may add each of its traits.)
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards (☐ or you may reload that number of cards instead).
☐ On your check that has a trait matching the adventure's harrow suit, you may recharge (☐ or reload) a spell or a Harrow boon to use Arcane instead of the normal skill.
☑ You may bury a spell or a Harrow boon from your hand or discards to reload or recharge (☐ or draw) an Arcane spell from your discards
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 Zova: Roll Wisdom. If the number of cards in hand exceeds the result, recharge a number of random cards equal to the difference.
Notes for Zadim: Roll Wisdom. If the number of cards in hand exceeds the result, recharge a number of random cards equal to the difference.

Hakon - Base 1-5 remain // 1=Ishani Dhatri, 2=Thousand Bones

Varian - Plaza New Blessing remain

Zova - Tenement 1-6, New Blessing Shuffled remain
Zadim - Den of Iniquity Pilts Swastel on top. 1-2 Shuffled remain // Haughty Nobles
Throne Room BANISHED 2-5 remain // 2=Giantbane Greataxe

Assuming I need to guard Plaza:

Use Trinia Sabor. Urban: Recharge Frost Ray.
Charisma 5+3: 1d6 + 1d4 + 2 + 1d4 ⇒ (1) + (2) + 2 + (1) = 6
Discard The Idiot and Banish Shadow Barbs to change 1 to 6 (+5=11) and succeed!


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

Off-turn, roll Wisdom against Pilts BA. I have Cloud Puff available in case Zadim wishes to avoid it. Wisdom 7: 1d8 + 2 ⇒ (7) + 2 = 9 No recharges needed.

In case I need to guard Tenement, I'll bury Erutaki Coat to do so. Remember that my The Worldbreaker blessing is available to freely bless twice. It banishes the top card of the hourglass but if we're about to win anyway the loss of a turn is irrelevant.

Zova continues to rush towards the Tenement to cut off a potential escape path for the slippery Pilts Swastel.


Varian's Turn: Zova recharges Cloud Puff to let me avoid the Wisdom check.

Turn 20, under the Harrow of The Sickness

Zadim looks around the Den, and then at Pilts. "Alright Pilts, time to finish this" he growls, before flinging a Shuriken at him.

Free Exploration - Den #1: Pilts
Varian successfully guards the Plaza. The other two bury things to guard their locations.
Hakon buries Trinia for +1d4+2, discard The Locksmith to bless.
BYA - Wisdom 7: 2d6 + 1d4 + 2 ⇒ (5, 6) + (1) + 2 = 14 - Success, no cards recharged
Reveal Shuriken +1 for combat. Recharge Blowgun for +1d8+4. Reload Bloodroot Poison for +1d8.
Check to Defeat - Combat 13: 1d8 + 4 + 1d4 + 1 + 1d8 + 4 + 1d8 ⇒ (1) + 4 + (3) + 1 + (6) + 4 + (3) = 22 - Defeated
Victory!


 
 
 
 
 
3B: Development

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

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

You assure her that it and they were not.

“To each your own. Anyway, it was the only way I could get to Salvator Scream.”

The artist is chained to an easel, busily painting in the Emperor’s theater, Exemplary Execrables. His recent work is violent, colorful, and uninspired.

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

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

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

Reward

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

Acquired Cards

Magistrate (Ally 2)
Sable Company Marine (Ally 3)
Korvosan House Drake (Ally 2)
Bodyguard (Ally 1)
Noble (Ally 2)
Priest of Asmodeus (Ally 1)
Slick Leather (Armor 1)
Armor of Insults (Armor 1)
Covering Heavy Shield (Armor 1)
Gray Maiden Plate (Armor 2)
Master of Masters (Blessing 3)
Rovagug's Destruction (Blessing 2)
Bastion Boots (Item 1)
Helpful Haversack (Item 1)
Wand of Enervation (Item 3)
Wand of Acid Burst (Item 1)
Ring of Protection (Item 2)
Drums of Panic (Item 3)
Remove Disease (Spell 1)
Frost Ray (Spell 1)
Giantbane Greataxe (Weapon 1)
Dragonbane Greatsword (Weapon 3)
Vicious Scythe (Weapon 2)
Earthbreaker (Weapon 1)


Deck Handler // Searching for: Spell 3 > Blessing 3 > Spell 2

Upgrade Preferences
Item 3: 1d1000 ⇒ 585
Blessing 3: 1d1000 ⇒ 209
Ally 2: 1d1000 ⇒ 492

Hero Point
Skill Feat
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4


Blessing 3: 1d1000 ⇒ 999 - Blessing of Urgathoa (Wow! I went from rolling a 7 in my other game, to rolling a 999 here! Talk about extremes)
Weapon 3: 1d1000 ⇒ 623 - Shock Kukri

Hero Point: Card Feat (either Blessing or Weapon, depending which I add to the deck)


 
 
 
 
 

3C: Wrath of the Arkonas
At the artist Salvator Scream’s suggestion, you ascend to a palace at the highest point of Old Korvosa. It’s a breathtaking structure built in the Vudrani style, with windows that rise to tapered points, minarets, and domes. Statues of elephants and six-armed deities keep watch outside the gates.

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

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

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

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

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

Story Banes

Dangers: Elemental, Rakshasa

Villain: Bahor

Henchmen (Closing): Rakshasa - Proxy A

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

Harrows

Zova: The Idiot
Varian: The The Foreign Trader
Zadim: The Wanderer
Hakon: The Joke

Wildcards

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.
1d18 ⇒ 2 Besieged: After you move, suffer 1 Ranged Combat damage.
1d18 ⇒ 4 Deadly: When you suffer damage, it is increased by 1.


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 Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

During This Scenario: When attempting to guard distant locations, only 1 location can be successfully guarded.

When Bahor escapes, instead of retrieving blessings from the vault or hourglass, retrieve monsters from the vault.

Additional Rules:  
Wildcards

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.
Besieged: After you move, suffer 1 Ranged Combat damage.
Deadly: When you suffer damage, it is increased by 1.

Full text for Harrows and Story Banes in the Scenario deck

Harrows

The Harrow suit is Books. Add 1d4 to Intelligence non-combat checks. When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

Zova: The Idiot
Varian: The The Foreign Trader
Zadim: The Wanderer
Hakon: The Joke

Story Banes

Dangesr: Elemental, Rakshasa
Villain: Bahor
Henchmen: Rakshasa—Proxy A

Scenario Level (#): 4

Turn: 0, Zadim/Maelwys

Random Cards:

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

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

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

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.

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

Spoiler:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

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

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

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

Spoiler:
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.

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

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


Spoiler:
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:
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.

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

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

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


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

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

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

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

Spoiler:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
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.

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

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

Spoiler:
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:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

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

Spoiler:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

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

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

Blessings
Spoiler:
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:
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.

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 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:
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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 Hench/Vill: 2
Scenario Deck Card 1 (Elemental):

Elemental
Core
Story Bane 1
Type: Monster
Traits:
Elemental
Veteran
To Defeat:
Combat 11+##
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity
2. Cold 4. Fire
After acting, suffer # damage.
Scenario Deck Card 2 (Rakshasa):

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

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

The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Scenario Deck Card 5 (The Wanderer):

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.
Scenario Deck Card 6 (The Joke):

The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.

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

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

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

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

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

Location #5: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

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


Deck Handler // Searching for: Spell 3 > Blessing 3 > Spell 2


Starting at Chambers
Loot: Zellara's Harrow Deck in for Codex.
Dragon's Demand: Soothing Word in for my version of The Foreign Trader. Then add the Harrow version.

Varian wrote:

Hand: Soothing Word, The Midwife, Cult Acolyte, Grave Tender, The Foreign Trader, Sage's Journal, Bound Imp , Lightning Bolt,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Chambers
Hero Points: 3
NOTES:
Available Support: Midwife: Local - Exchange Boon or Non-Story Bane then bless
Foreign Trader: Local Non-Combat, bless and add 1d12

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+4)
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Life Drain, Wand of Force Missile, Asmodeus's Tyranny, Hungering Staff, Enervation, Fate-reader Lenses, Fly, Shield Cloak, Radovan (Core), Stunning Barrier, Zellara's Harrow Deck
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

Role: Acadamae Graduate
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
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). (☐ If it is an Arcane card, add its level, and you may add each of its traits.)
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards (☐ or you may reload that number of cards instead).
☐ On your check that has a trait matching the adventure's harrow suit, you may recharge (☐ or reload) a spell or a Harrow boon to use Arcane instead of the normal skill.
☑ You may bury a spell or a Harrow boon from your hand or discards to reload or recharge (☐ or draw) an Arcane spell from your discards
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

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