[PACS] Legendary Curse of the Crimson Throne by Mhuirich

Game Master Mhuirich

Campaign reference


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Deck Handler // Tier 3.3 // 0 Hero Points // Looking for: Armor 3, Ally 3, Weapon 3

Hour of Benefaction. Send Balmberry to recovery to heal Stone Axe +1 and remove my Exhausted scourge, then explore Base.

Base 1-3: Keppira D'bear, Trinia Sabor, Ishani Dhatri. Take Trinia Sabor and return the other two. Then draw a card per the Base power: Aspect of the Hawk. Display Trinia, then recharge Raven to explore.

Base 1, 3, 4: Keppira D'bear, Ishani Dhatri, Vencarlo Orisini. Take Ishani Dhatri and return the other two. Base power heals a card this time: Good Omen. Display Ishani, then recharge Fire Gecko to explore.

Base 1, 4, 5: Keppira D'bear, Vencarlo Orisini, Cressida Kroft. Take Cressida Kroft and return to the other two. Base power heals a card: Angelstep. Recharge Reed Moccasin to explore.

Base 1, 4, 6: Keppira D'bear, Vencarlo Orisini, Thousand Bones. Take Thousand Bones and return the other two. Base power draws a card: Sarenrae's Light. Display Cressida Kroft and Thousand Bones, then bury Cressida Kroft to draw a new Armor: Voidglass Armor. Display it as well, then discard Sarenrae's Light to explore (this is not during a check so Unhallowed does not apply).

Base 1, 4, 7: Keppira D'bear, Vencarlo Orisini, Amin Jalento: Take Vencarlo and return the other two. Base power draws a card: The Idiot. Use character power to discard Vencarlo and move to Manor. Bury Erutaki Coat to reduce movement damage to 0. Discard The Idiot to explore; I cannot evade during this exploration. Because this is my harrow, recharge Aspect of the Frog and Amulet of Mighty Fists to draw Cloud Puff and Fire Gecko.

Manor 1: Henchman Proxy A1 (Rakshasa). Send Cloud Puff to recovery to ignore its Before Acting power. Display Aspect of the Hawk to use my Dexterity + 1d6+3. Reveal Fire Gecko to add 1d4 and the Fire trait. Use my character power to recharge Fire Gecko to add my Survival and twice Fire Gecko's level (so 2). Attack resistance subtracts 4 from the check. Combat 16: 1d8 + 1d6 + 3 + 1d4 + 1d8 + 6 + 2 - 4 ⇒ (6) + (3) + 3 + (3) + (8) + 6 + 2 - 4 = 27 Check was not blessed so reroll the highest die (8). Combat 16: 1d8 + 19 ⇒ (7) + 19 = 26 Still a success. Choose not to close; there's more boons than banes in here and we have plenty of turns left.

Alas I am now out of explores (:P), so end my turn. Aspect of the Hawk is recharged instead of banished. Recover Balmberry Survival 8: 1d8 + 6 ⇒ (8) + 6 = 14 recharged. Recover Cloud Puff Survival 5: 1d8 + 6 ⇒ (1) + 6 = 7 recharged. Choose Hand Size of 7 as I reset.

Winded and exhausted from having escaped the Arkona mansion, Zova eats some medicinal berries to regain her composure. Realizing the threat the Rakshasa inside pose, and the fact there are a lot more of them than the group originally realized, Zova quickly sends word to some of the party's allies to provide assistance. Trinia Sabor and Ishani Dhatri both answered the call and arrived swiftly, and while Cressida Kroft was too busy to aid directly she sent along a suit of fancy armor made of a dark-colored glass. With their aid, Zova recalls some of the teachings of Thousand Bones, a respected leader of another Shoanti clan which further bolsters her resolve.

As she sets back towards the manor, she spies Vencarlo Orsini. Odd, Zova thinks to herself, wasn't he supposed to have been taken captive by the rakshasas? How did he escape? Zova calls out to him but upon recognizing her face he turns towards the manor and flees. Zova quickly gives chase, her armor absorbing the impact of the various Korvosan citizens she needs to shove aside to make up the distance. Upon arriving back at the manor, however, she looks on in surprise as "Vencarlo" shifts back to the form of a demonic tiger and pounces. Zova's hands quickly shift into talons as she rakes into the rakshasa trickster and emerges victorious.

With that out of the way, all that's left is to regroup with the others.

Zova wrote:

Hand: Good Omen, Stone Axe +1, Raccoon, Raven, Stone Weasel, Sedja, Bat,

Displayed: Trinia Sabor, Ishani Dhatri, Thousand Bones, Voidglass Armor,
Deck: 8 Discard: 4 Buried: 3
Current Location: Manor
Hero Points: 0
CCT-3C Playmat: available
CCT-3C Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Trinia Sabor: On any non-combat check, bury to add 1d4+#.
- Trinia Sabor: Bury to heal a card and/or remove a scourge.
- Ishani Dhatri: Bury to heal each character local to Zova a card.
- Ishani Dhatri: Bury to remove a scourge from each character local to Zova.
- Ishani Dhatri: Bury to have Zova draw a new blessing (and feel free to use whatever that blessing may be if applicable)
- Thousand Bones: Bury to heal a character 1d4+1 cards.
- Good Omen: On any check to acquire, close, or guard, banish to add 1d6+#.
- Raccoon: If local to Zova, on a Dexterity non-combat or Disable check, recharge to add 1d8.
- Bat: If local to Zova, on a Ranged or Survival check, recharge to add 1d4.
Ask in Discord before using:
- Sedja: Bury to move any number of characters local to Zova to another location outside of an encounter.
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Angelstep
Recharged: Reed Moccasin, Aspect of the Frog, Amulet of Mighty Fists, Fire Gecko, Aspect of the Hawk, Balmberry, Cloud Puff,
Discard Pile: The Worldbreaker, Vencarlo Orsini, Sarenrae's Light, The Idiot,
Buried Pile: Blessing of Ketephys, Cressida Kroft, Erutaki Coat,

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

Base 1,7,8 remain
Amiri, Zadim - Castle 3-10 remain

Zova - Manor 2-10 remain

Varian - Office 3-7 remain
Chambers 1 remain // 1=Bahor (Villain)


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

Hour of The Prince of Pain

Riffle Scrolls: Start of turn, draw:
Bound Imp
Shield Cloak
Wand of Force Missile
Recharge:
Life Drain
Enervation
Drums of Panic
Banish Bound Imp to Recovery to draw: Hungering Staff and The Foreign Trader


Banish Zellara's Harrow Deck to Recovery to Examine:
Office Card 3: Snakebite Dagger
Office Card 4: Treacherous Tunnels
Office Card 5: Eries Yelloweyes
Rearrange 4,5,3.


Free explore and encounter Treacherous Tunnels
Banish Mistform to Recovery. Urban: Recharge The Foreign Trader

Wisdom 9: 1d6 + 2d8 + 1d4 ⇒ (1) + (5, 5) + (3) = 14 Banished
Varian ends his turn.

Varian attempts to recover all cards in his Recovery pile.
Urban: Recharge Wand of Force Missile
Bound Imp : Arcane 8: 1d12 + 5 + 1d4 ⇒ (2) + 5 + (4) = 11 -> Bound Imp recharged.
Urban: Recharge Hungering Staff
Zellara's Harrow Deck: Perception 12: 1d6 + 1 + 1d4 ⇒ (1) + 1 + (3) = 5 -> Zellara's Harrow Deck discarded.
Mistform automatically discards
Before reset, recharge Mistform
Varian resets his hand.

Varian continues a careful and deliberate investigation of the Raksasha's office. The skull trap wasn't the only treacherous feature in what has turned into an expansive twisting space. Much more, than Varian anticipated before flying in. That said, his newly acquired Mistform spell helps him navigate the dangers with ease.

No Raksasha's just yet. But Varian sees another ahead, possibly rat-related?

Varian wrote:

Hand: Clockwork Servant, Cult Acolyte, Stunning Barrier, Soothing Word, Sage's Journal, Shield Cloak, Lightning Bolt,

Displayed: Radovan (Core),
Deck: 11 Discard: 5 Buried: 1
Current Location: Office
Hero Points: 3
NOTES:
Available Support: Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+5)
Clockwork Servant: Local Intelligence/Craft

Urban Local: Add 1d4 to any check in this order listed.
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Salvator Scream, Circlet of Mental Acuity, Fly, Life Drain, Enervation, Drums of Panic, The Foreign Trader, Wand of Force Missile, Bound Imp , Hungering Staff, Mistform,
Discard Pile: Fate-reader Lenses, The Foreign Trader (Harrow), Zellara's Harrow Deck, The Midwife, Asmodeus's Tyranny,
Buried Pile: The Survivor,

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: Armor 1

Base 1,7,8 remain
Amiri, Zadim - Castle 3-10 remain

Zova - Manor 2-10 remain

Varian - Office 5,3,6-7 remain // 5=Eries Yelloweyes, 3=Snakebite Dagger
Chambers 1 remain // 1=Bahor (Villain)


Turn 16, under the Harrow of The Carnival
All damage is Mental damage that cannot be reduced.

Free Exploration - Castle #3: Flensing Jelly
Check to Acquire - Craft 9: 1d8 + 1 + 1d4 ⇒ (2) + 1 + (1) = 4 - Failed, banished.

Zadim continues exploring the castle, finding some odd science experiment in one room that he has no idea what to do with, so he just decides to leave it behind.

Discard Mouse to explore - Castle #4: Burning Tar
Barrier means Mouse is recharged instead.
BA - 2 Mental Damage (discard Armor of Insults and Daggermark Poisoner)
Discard (Unhallowed: Bury) Blessing of Abadar to bless twice.
Check to Defeat - Acrobatics 6+4=10: 3d8 + 4 ⇒ (6, 5, 1) + 4 = 16 - Defeated

He enters the next room right as the barbarian does... and unfortunately the combined noise of them both here alerts somebody above who dumps some kind of magical burning tar on both of them, which burns right through his armor, ignoring his new ring. Very disappointed in the ring and annoyed at the man above, Zadim quickly scrambles up the wall and through the window, dispatching the person that dumped the tar before pausing to catch his breath.

End turn, draw 4 to reset my hand.

Zadim wrote:

Hand: Humanbane Rapier, Bloodroot Poison, Ring of Protection, Gem of Physical Prowess, Blue Star, Spider (Core),

Displayed: Bloodroot Poison (2),
Deck: 8 Discard: 7 Buried: 3
Hero Points: 2
NOTES:
Available Support: Local combat: Blue Star to add 1d6+Poison
Need Intel?: Recharge Gem to examine top card of my location
Movement: Keep me with the group
Other: 3A Shirt Reroll Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Urgathoa, Glamered Leather Armor, Blowgun
Recharged: Shuriken +1, Scorpion Whip, Minor Harrowing, The Locksmith, Mouse,
Discard Pile: The Bear, The Joke, Standard Bearer, Persona Mask, Venomous Fighting Fan +1, Armor of Insults, Daggermark Poisoner,
Buried Pile: Blessing of Wadjet, The Wanderer, Blessing of Abadar,

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 Amiri: 2 Mental Damage (cannot be reduced)
Random Card(s) Used: Armor 1

Base 1,7,8 remain
Amiri, Zadim - Castle 5-10 remain

Zova - Manor 2-10 remain

Varian - Office 5,3,6-7 remain // 5=Eries Yelloweyes, 3=Snakebite Dagger
Chambers 1 remain // 1=Bahor (Villain)


Deck Handler

2 Mental damage: Bone Spikes, Elven Curve Blade

DURING THIS ADVENTURE PATH: Legendary: Increase # for banes and the vault's bane level 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.
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.

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.

HOUR: Cayden Cailean's Revelry
WHEN THIS IS THE HOUR: On your check, you may discard a card to reroll 1 die showing 1 or 2.

TURN: 17
LOCATION: Castle
AT THIS LOCATION: You may avenge by recharging a card.

Free exploratoin: Dragonbane Greatsword
Rage: Bury Bone Spikes
Melee 14: 1d12 + 4 + 1d8 + 2 ⇒ (1) + 4 + (5) + 2 = 12
Failed
Banished

Ending my turn.

Amiri wrote:

HAND: Cold Iron Greatsword, Earthbreaker, Giantbane Greataxe, Wolfhide Armor, Retainer

DISPLAYED: Orange War Paint
Deck: 6 | Discards: 4 | Bury Pile: 3
Current Location: Castle
Hero Points: 0
Accessory Reroll Status: Not Used
NOTES:
Use anything I have that you think helps.
LOCATION PREFERENCE: Castle, Office, Chambers, Manor, Base

DECK, DISCARDS, AND BURIED:

SKILLS AND POWERS:
SKILLS
STRENGTH: d12 ☒+1 ☒+2 ☐+3 ☐+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
CONSTITUTION: d8 ☒+1 ☐+2 ☐+3 ☐+4
  FORTITUDE: CONSTITUTION+1
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d6 ☐+1 ☐+2
  SURVIVAL: WISDOM+2
CHARISMA: d4 ☐+1
 
POWERS
HAND SIZE 4 ☒5 ☐6
PROFICIENCIES Weapon | ☐ Armor
On your Strength check or your check against a monster (☐ or a barrier), you may bury a card from your hand (☒ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card) (☐ and you may heal a weapon).
At the end of your turn, you may move; any local characters may move with you.

☐ On your (☐ or another local character's) Melee combat check, you may reload a weapon to add its level.

☒ When a card would be discarded to bless your combat check, it may be recharged instead.

☐ When you suffer damage from a bane (☐ before or) after acting, you may recharge a weapon to reduce the damage to 0.

 
FAVORED CARD TYPE: Melee Weapon


Amiri is splashed by the magical burning tar. It makes her head hurt. Or maybe that is still the poison in her system. It doesn't matter, because whatever is causing it makes her angry. Very angry. In her rage she reaches for a sword displayed on the wall to strike at the person dumping tar. While she manages to pull it from the wall, she discovers it was merely a decoration. By then the Keleshite has already dispatched the responsible party.


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
Amiri: The Joke

Story Banes

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

Scenario Level (#): 4

Turn: 18, Zova/skizzerz

Random Cards:

Monsters
Spoiler:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

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

Spoiler:
Giant Anaconda
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

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

Barriers
Spoiler:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

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

Spoiler:
Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

Spoiler:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

Spoiler:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

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

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

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

Spoiler:
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
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:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.

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


Spoiler:
Frost Ray
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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


Spoiler:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


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

Armors
Spoiler:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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:
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:
Shield of Resistance
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Magic 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.

Items
Spoiler:
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.

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

Spoiler:
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.

Spoiler:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

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

Allies
Spoiler:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

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

Spoiler:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


Spoiler:
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.

Spoiler:
Craftsman
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

Blessings
Spoiler:
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

Spoiler:
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 Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

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

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

Hour Power: No effect.

Current Hour:

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: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 3 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 3 Amiri/Hawkmoon
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 7 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 7 Amiri/Hawkmoon
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 8 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
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.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
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 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 Zadim/Maelwys
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 11 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 11 Amiri/Hawkmoon
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.

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 ?: 3
Located/Displayed Here: None

Base Card 1 (Keppira D'bear):
Keppira D'bear
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Base Card 2 (Amin Jalento):
Amin Jalento
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
Base Card 3:
Laori Vaus
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.

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: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zadim/Maelwys, Amiri/Hawkmoon, None
Castle 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.
Castle Card 2:
Magic Klar
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Castle Card 3:
Enormous Reefclaw
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Castle Card 4:
Deadfall Scorpion
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Castle Card 5:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

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 ?: 0
Located/Displayed Here: Zova/skizzerz, None
Manor Card 1:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Manor Card 2:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Manor Card 3:
Ghastly Runes
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Manor Card 4:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Manor Card 5:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Manor Card 6:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Manor Card 7:
Lightning Bolt
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Manor Card 8:
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.
Manor Card 9:
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.

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: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, None
Office Card 1 (Eries Yelloweyes):
Eries Yelloweyes
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Office Card 2 (Snakebite Dagger):
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.
Office Card 3:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Office Card 4:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Chambers Card 1 (Bahor):
Bahor
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 20
Resistant to Attack.
Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.


Deck Handler // Tier 3.3 // 0 Hero Points // Looking for: Armor 3, Ally 3, Weapon 3

Hour of Prayer. Stay at Manor and explore.

Manor 1: Elixir of Focus. Adventure power adds 1d4. Intelligence 8: 1d6 + 1d4 ⇒ (2) + (4) = 6 Failed, banished. Recharge Bat to explore again.

Manor 2: Flanking Attack. Before acting, Amiri/Varian/Zadim: 1d3 ⇒ 3 Zadim summons and encounters the danger; the difficulty to defeat is increased by # (4). Then I summon and encounter the danger, with the same +# difficulty to defeat. There's two dangers, so I summon and encounter Elemental/Rakshasa: 1d2 ⇒ 2 Rakshasa. I'll discard Stone Axe +1 for my character power to evade. Flanking Attack is then defeated and banished regardless of the outcomes of my or Zadim's fights. Recharge Stone Weasel to explore.

Manor 3: Ghastly Runes. I do not have Perception, so no DC increase. Choose untrained Disable as I have a very small chance at succeeding that and no shot at the other one; I think I'd rather keep Trinia around to help with a close check rather than use it here. Recharge Raccoon to add 1d8 to my Disable check. Disable 6+4=10: 1d4 + 1d8 ⇒ (4) + (7) = 11 Somehow managed to succeed, defeated and banished. Bury Ishana Dhatri to draw a new blessing: Sarenrae's Light (Random Blessing 1). Discard it to explore.

Manor 4: White War Paint. No shot at acquiring this one and it's only level 2. Choose to fail and banish. Recharge Raven to explore.

Manor 5: Korvosan House Drake. Choose Survival, recharge Sedja to add 1d8. Survival 9: 1d8 + 6 + 1d8 ⇒ (7) + 6 + (7) = 20 Success, acquired. Discard it to explore.

Manor 6: Helm of the Valkyrie. Choose Fortitude; it's only a 2 and I've already acquired an Armor 3 so no reason to use Good Omen on this. Fortitude 8: 1d8 + 1 ⇒ (8) + 1 = 9 Acquired anyway.

End turn, choosing Hand Size 7 as I reset.

As Zova explores the manor grounds, she comes across an elixir. While examining it, she is ambushed by a Rakshasa. She hurls the flask as well as her stone axe in its face and takes advantage of the distraction to run. Her escape route takes her into what at first appeared to be a closet, but seemed to have a ghastly rune etched into the back wall. After disabling it, she noticed that it was a secret cache housing some spilled paint, a winged helmet, and a house drake. She befriended the small creature and then left the closet to move on and hopefully regroup with the others.

Zova wrote:

Hand: Good Omen, Helm of the Valkyrie, Angelstep, Reed Moccasin, Aspect of the Frog, Amulet of Mighty Fists, Fire Gecko,

Displayed: Trinia Sabor, Thousand Bones, Voidglass Armor,
Deck: 8 Discard: 7 Buried: 4
Current Location: Manor
Hero Points: 0
CCT-3C Playmat: available
CCT-3C Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Trinia Sabor: On any non-combat check, bury to add 1d4+#.
- Trinia Sabor: Bury to heal a card and/or remove a scourge.
- Thousand Bones: Bury to heal a character 1d4+1 cards.
- Angelstep: If local to Zova, bury to heal 1d4+1 cards. I have so much healing it isn't worth risking the recovery roll at this point.
- Good Omen: On any check to acquire, close, or guard, banish to add 1d6+#. Please use to nab a level 3 boon that would be a helpful upgrade :)
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Aspect of the Hawk, Balmberry, Cloud Puff, Bat, Stone Weasel, Raccoon, Raven, Sedja,
Discard Pile: The Worldbreaker, Vencarlo Orsini, Sarenrae's Light, The Idiot, Stone Axe +1, Sarenrae's Light (2), Korvosan House Drake,
Buried Pile: Blessing of Ketephys, Cressida Kroft, Erutaki Coat, Ishani Dhatri,

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: Summon and encounter danger at DC +4
Random Card(s) Used: Blessing 1

Base 1-3 remain
Amiri, Zadim - Castle 1-5 remain

Zova - Manor 7-9 remain

Varian - Office 1-4 remain // 1=Eries Yelloweyes, 2=Snakebite Dagger
Chambers 1 remain // 1=Bahor (Villain)


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

Hour of Zon-kuthon's Pain

Riffle Scrolls: Start of turn draw
Salvator Scream
Circlet of Mental Acuity
Fly
Recharge:
Sage's Journal
Stunning Barrier
Fly


Move to Manor, Deadly Besieged take 2 Ranged Combat Damage. Recharge Shield Cloak to reduce to 0


Banish Soothing Word to heal Zellara's Harrow Deck


Free explore and encounter Lightning Bolt
Reveal Circlet of Mental Acuity

Arcane 8: 1d12 + 5 + 1 ⇒ (10) + 5 + 1 = 16 Acquired!
Banish Clockwork Servant to Recovery to explore and encounter Tinker
Urban: Recharge Lightning Bolt. Reveal Circlet of Mental Acuity

Charisma 6: 1d6 + 1d4 + 1 ⇒ (3) + (3) + 1 = 7 Acquired!

Discard Tinker to explore and encounter Twisted Space
Reveal Circlet of Mental Acuity

Arcane 8: 1d12 + 5 + 1 ⇒ (3) + 5 + 1 = 9 Acquired!

Attempt to Close. Reveal Circlet of Mental Acuity. Urban: Recharge Cult Acolyte. Banish Zova's Good Omen to Recovery

Charisma 5+3: 1d6 + 1 + 1d4 + 1d6 + 3 ⇒ (1) + 1 + (1) + (2) + 3 = 8 Exactly. WPC, draw Shield Cloak
Zova will need to decide where to move. It's not obvious to me
Move back to Office, Deadly Besieged take 2 Ranged Combat Damage. Recharge Shield Cloak to reduce to 0

Varian ends his turn.

Varian attempts to recover all cards in his Recovery pile.
Urban: Recharge Circlet of Mental Acuity
Clockwork Servant: Craft 8: 1d4 + 1d4 ⇒ (3) + (1) = 4 -> Clockwork Servant banishes.
Soothing Word automatically discards
Before reset, recharge Soothing Word
Varian resets his hand.

Varian wrote:
Hand: Twisted Space, Lightning Bolt, Salvator Scream, Wand of Force Missile, Bound Imp , Fly, Stunning Barrier,

On Zadim's turn, Banish Bound Imp to Recovery to draw Hungering Staff and Zellara's Harrow Deck


Banish Zellara's Harrow Deck to recovery to examine Castle:
Castle Card 1: Demonling
Castle Card 2: Magic Klar
Castle Card 3: Enormous Reefclaw
Zadim can arrange

Varian attempts to recover all cards in his Recovery pile.
Bound Imp : Arcane 8: 1d12 + 5 ⇒ (3) + 5 = 8 -> Bound Imp recharged.
Recharge Salvator Scream. Urban: Recharge Stunning Barrier
Zellara's Harrow Deck: Perception 12: 1d6 + 1 + 1d8 + 1d4 ⇒ (3) + 1 + (6) + (4) = 14 -> Zellara's Harrow Deck recharged.

Varian catches Zova's signal and swiftly moves through the manor's residences to fling more scrolls into his collection. The magical might of this household is impressive, he must admit. He says as much to the Tinker they've employed. Never having been completely comfortable working for the Rakshasa, the Tinker quickly leaves the scene.

As Varian returns to the intrigues in the office, he scans the castle for any more aggressors and finds a number of dangers. And sends a magical message to his companions warning of the demon and aberration lurking nearby.

Varian wrote:

Hand: Fly, Hungering Staff, Twisted Space, Wand of Force Missile, Lightning Bolt,

Displayed: Radovan (Core),
Deck: 15 Discard: 5 Buried: 1
Current Location: Office
Hero Points: 3
NOTES:
Available Support: Twisted Space: Evade a monster; a local character may encounter instead.
Wand of Force Missile: Any other character's Combat: 2d4 Force and Magic traits.
Urban Local: Add 1d4 to any check in this order listed.
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Life Drain, Drums of Panic, The Foreign Trader, Mistform, Enervation, Sage's Journal
Recharged: Lightning Bolt (aq), Cult Acolyte, Shield Cloak, Circlet of Mental Acuity, Soothing Word, Bound Imp , Salvator Scream, Stunning Barrier, Zellara's Harrow Deck,
Discard Pile: Fate-reader Lenses, The Foreign Trader (Harrow), Tinker, The Midwife, Asmodeus's Tyranny,
Buried Pile: The Survivor,

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: Banish Good Omen to Recovery
Takes Deadly Besieged 2 Ranged Combat Damage. Then moves somwhere

Notes for Zadim: Summon and encounter danger at DC +4 (Note that Varian's current support cards were not available)
Arrange Castle 1-3 to your preference.

Random Card(s) Used: Blessing 1

Base 1-3 remain
Amiri, Zadim - Castle 1-5 remain // 1=Demonling, 2=Magic Klar, 3=Enormous Reefclaw (Zadim can arrange)

Zova - Manor BANISHED

Varian - Office 1-4 remain // 1=Eries Yelloweyes, 2=Snakebite Dagger
Chambers 1 remain // 1=Bahor (Villain)


Deck Handler // Tier 3.3 // 0 Hero Points // Looking for: Armor 3, Ally 3, Weapon 3

Banish Good Omen (no proficiency so it remains banished), follow Varian to Office, freely reveal Helm of the Valkyrie to soak 1 damage, recharge Voidglass armor to soak the other point of damage.

With this section of the manor cleared out, Zova follows Varian back to the offices to help out there.


Deck Handler

Retcon and use my accessory reroll to try to get that Dragonbane Greatsword

Free exploratoin: Dragonbane Greatsword
Rage: Bury Bone Spikes
Melee 14: 1d12 + 4 + 1d8 + 2 ⇒ (1) + 4 + (5) + 2 = 12
Failed
Banished
Accessory reroll:
Melee 14: 1d12 + 11 ⇒ (5) + 11 = 16
Success
Acquired

Fixing up my hand:
What card didn't I draw?: 1d3 ⇒ 1
Earthbreaker

Amiri wrote:

HAND: Cold Iron Greatsword, Dragonbane Greatsword, Giantbane Greataxe, Wolfhide Armor, Retainer

DISPLAYED: Orange War Paint
Deck: 7 | Discards: 4 | Bury Pile: 3
Current Location: Castle
Hero Points: 0
Accessory Reroll Status: 4A
NOTES:
Use anything I have that you think helps.
LOCATION PREFERENCE: Castle, Office, Chambers, Manor, Base

DECK, DISCARDS, AND BURIED:

SKILLS AND POWERS:
SKILLS
STRENGTH: d12 ☒+1 ☒+2 ☐+3 ☐+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
CONSTITUTION: d8 ☒+1 ☐+2 ☐+3 ☐+4
  FORTITUDE: CONSTITUTION+1
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d6 ☐+1 ☐+2
  SURVIVAL: WISDOM+2
CHARISMA: d4 ☐+1
 
POWERS
HAND SIZE 4 ☒5 ☐6
PROFICIENCIES Weapon | ☐ Armor
On your Strength check or your check against a monster (☐ or a barrier), you may bury a card from your hand (☒ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card) (☐ and you may heal a weapon).
At the end of your turn, you may move; any local characters may move with you.

☐ On your (☐ or another local character's) Melee combat check, you may reload a weapon to add its level.

☒ When a card would be discarded to bless your combat check, it may be recharged instead.

☐ When you suffer damage from a bane (☐ before or) after acting, you may recharge a weapon to reduce the damage to 0.

 
FAVORED CARD TYPE: Melee Weapon


As the "fake" weapon falls to the floor, the pain it causes Amiri's foot as it smashes her toes reveals that it wasn't just a decoration after all. She picks it up, shaking her head. "That poison really did a number on me if I can't tell a real sword from a fake."


During Zova's turn:
Encounter a random Dangesr: Elemental or Rakshasa: 1d2 ⇒ 1 - Elemental
Elemental Type: 1d4 ⇒ 1 - Acid
Reveal Rapier for combat. Reload displayed Bloodroot Poison to add 1d8+Poison. Reload Spider to add 1d4+Poison. Recharge Blue Star to add Intelligence. Recharge Rapier to add Stealth because I'm losing a lot of damage either way. :-p
Check to Defeat - Combat 11+4+4+4=23: 1d8 + 2 + 1d6 + 1 + 1d8 + 1d4 + 1d8 + 1d8 + 4 ⇒ (2) + 2 + (1) + 1 + (4) + (2) + (8) + (4) + 4 = 28 - Defeated.
After Acting, suffer 5 Acid damage (# + Deadly). Recharge Ring of Protection to reduce it by 3. Discard Bloodroot Poison and Gem of Physical Prowess to last two damage. Hand is now empty.

As Zadim pats himself on the back for dealing with the burning tar, he is caught off-guard by an Acid Elemental. Quickly attacking it and throwing everything he has at it, he manages to kill it. But as it explodes, it coats him and his gear in its deadly acid, burning away everything.

During Varian's turn:
He reveals the next three cards. Considering I have no hand to fight right now, I'll put the Klar on top (and then Demonling and Reefclaw in that order).

Turn 20, under the Blessing of Our Lord in Iron
On your combat check, you may reveal any number of weapons; for each, add 1.

Free Explore - Castle #2: Magic Klar
Check to Acquire - Constitution 9: 1d8 ⇒ 1 - Failed, banished.

End my turn and draw 6 to reset my hand.

Zadim quickly washes down the acid as he digs through his gear to figure out what wasn't damaged by it. He spots a shield nearby, but unfortunately it too was damaged in the acid bath, so he kicks it aside.

Zadim wrote:

Hand: Blowgun, Shuriken +1, Glamered Leather Armor, Bloodroot Poison (2), Spider (Core), Blessing of Urgathoa,

Displayed:
Deck: 7 Discard: 9 Buried: 3
Hero Points: 2
NOTES:
Available Support: Local combat: Recharge Blowgun to add 1d8+2
any Fortitude or Undead check: Discard (bury) Blessing of Urgathoa to bless twice

Movement: Keep me with the group
Other: 3A Shirt Reroll Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Scorpion Whip, Minor Harrowing, The Locksmith, Mouse, Blue Star, Humanbane Rapier, Ring of Protection,
Discard Pile: The Bear, The Joke, Standard Bearer, Persona Mask, Venomous Fighting Fan +1, Armor of Insults, Daggermark Poisoner, Bloodroot Poison, Gem of Physical Prowess,
Buried Pile: Blessing of Wadjet, The Wanderer, Blessing of Abadar,

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: Blessing 1

Base 1-3 remain
Amiri, Zadim - Castle 1,3-5 remain // 1=Demonling, 3=Enormous Reefclaw

Varian, Zova - Office 1-4 remain // 1=Eries Yelloweyes, 2=Snakebite Dagger
Chambers 1 remain // 1=Bahor (Villain)


Deck Handler

DURING THIS ADVENTURE PATH: Legendary: Increase # for banes and the vault's bane level 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.
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.

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.

TURN: 21
HOUR: The Avalanche
WHEN THIS IS THE HOUR: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

LOCATION: Castle
AT THIS LOCATION: You may avenge by recharging a card.

Free exploration: Demonling
BA: Wisdom 5 or suffer 2 Poison damage.
Bury Bone Spikes from discards.
Wisdom 5: 1d6 + 1d8 + 2 ⇒ (3) + (1) + 2 = 6
Success
Cold Iron Longsword (Demon trait)
Combat 8: 1d12 + 4 + 1d12 + 1d4 ⇒ (4) + 4 + (9) + (1) = 18
Success
Defeated

Ending my turn.

Amiri wrote:

HAND: Cold Iron Greatsword, Dragonbane Greatsword, Giantbane Greataxe, Wolfhide Armor, Retainer

DISPLAYED: Orange War Paint
Deck: 7 | Discards: 3 | Bury Pile: 4
Current Location: Castle
Hero Points: 0
Accessory Reroll Status: 4A
NOTES:
Use anything I have that you think helps.
LOCATION PREFERENCE: Castle, Office, Chambers, Manor, Base

DECK, DISCARDS, AND BURIED:

SKILLS AND POWERS:
SKILLS
STRENGTH: d12 ☒+1 ☒+2 ☐+3 ☐+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
CONSTITUTION: d8 ☒+1 ☐+2 ☐+3 ☐+4
  FORTITUDE: CONSTITUTION+1
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d6 ☐+1 ☐+2
  SURVIVAL: WISDOM+2
CHARISMA: d4 ☐+1
 
POWERS
HAND SIZE 4 ☒5 ☐6
PROFICIENCIES Weapon | ☐ Armor
On your Strength check or your check against a monster (☐ or a barrier), you may bury a card from your hand (☒ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card) (☐ and you may heal a weapon).
At the end of your turn, you may move; any local characters may move with you.

☐ On your (☐ or another local character's) Melee combat check, you may reload a weapon to add its level.

☒ When a card would be discarded to bless your combat check, it may be recharged instead.

☐ When you suffer damage from a bane (☐ before or) after acting, you may recharge a weapon to reduce the damage to 0.

 
FAVORED CARD TYPE: Melee Weapon


Amiri watches with shock as the Keleshite is doused in Acid. She is shaken from her shock though by a demonling at attempts to get the drop on her. Thankfully, she has just the tool for the situation. The look on her face matches the character of her weapon as she slays the evil creature.

Splattered with blood, she looks at the Keleshite. "I suppose now is a good a time as any to introduce myself," she thinks. She clears her throat. "I was impressed by your band at the Blood Pig Bout. And from what I've seen here, you are up to much more than winning that contest. I've been looking for something to burn off some of my...'stress'," she says with a pause. "If your group will have me, I'd enjoy the chance to keep sword sharp. The name's Amiri."


Deck Handler // Tier 3.3 // 0 Hero Points // Looking for: Armor 3, Ally 3, Weapon 3

Hour of Torag's Power. At start of turn, use playmat power to discard Helm of the Valkyrie and draw Aspect of the Hawk. Display both Aspect of the Hawk and Aspect of the Frog, then explore.

Office 1: Eries Yelloweyes. Survival 8: 1d8 + 6 ⇒ (1) + 6 = 7 Unfortunately failed and banished. Discard Fire Gecko to explore.

Office 2: Snakebite Dagger. Stealth 7: 1d8 + 1 ⇒ (5) + 1 = 6 Failed and banished. Send Angelstep to recovery to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards (Stone Axe +1, Fire Gecko). Then discard Reed Moccasin to examine the next card of the location (Guardian Door). Choose to explore.

Office 3: Guardian Door. Varian recharges a card to add 1d4. Stealth 8: 1d8 + 1 + 1d4 ⇒ (8) + 1 + (1) = 10 Defeated and banished. Unfortunately since I whiffed the check to get the ally, I can't explore the final card. As such, use my character power to discard Amulet of Mighty Fists to move to Chambers after my exploration. I take 2 Ranged combat damage for doing so, however my hand is empty.

End turn, Aspect of the Hawk and Aspect of the Frog are recharged. Attempt to recover Angelstep: Survival 9: 1d8 + 6 ⇒ (5) + 6 = 11 Success, recharged. Choose Hand Size of 7 as I reset.

After following Varian to the office, Zova finds a wererat. Attempting to impress the shapeshifter with her own shifting prowess unfortunately produces the opposite of the desired effect, and the wererat flees the scene, taking a fancy-looking poisoned dagger with her.

As Zova reaches the next door, she pauses as she hears voices behind it. She signals to Varian that it likely contains some Rakshasa while she navigates around to what she believes to be the other entryway to that room, in order to cut off their potential escape with a pincer movement.

Zova wrote:

Hand: Voidglass Armor, Cloud Puff, Stone Axe +1, Fire Gecko, Sedja, Stone Weasel, Raccoon,

Displayed: Trinia Sabor, Thousand Bones,
Deck: 6 Discard: 9 Buried: 4
Current Location: Office
Hero Points: 0
CCT-3C Playmat: used
CCT-3C Reroll: used
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Trinia Sabor: On any non-combat check, bury to add 1d4+#.
- Trinia Sabor: Bury to heal a card and/or remove a scourge.
- Thousand Bones: Bury to heal a character 1d4+1 cards.
- Cloud Puff: If local to Zova, ignore a bane's BA/AA powers.
- Raccoon: If local to Zova, on a Dexterity non-combat or Disable check, recharge to add 1d8.
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, Balmberry, Raven
Recharged: Aspect of the Hawk, Aspect of the Frog, Angelstep,
Discard Pile: The Worldbreaker, Vencarlo Orsini, Sarenrae's Light, The Idiot, Helm of the Valkyrie, Sarenrae's Light (2), Korvosan House Drake, Reed Moccasin, Amulet of Mighty Fists,
Buried Pile: Blessing of Ketephys, Cressida Kroft, Erutaki Coat, Ishani Dhatri,

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: 2 combat damage
Notes for Varian: Recharges a card
Random Card(s) Used: Blessing 1

Base 1-3 remain
Amiri, Zadim - Castle 3-5 remain // 3=Enourmouse Reefclaw

Varian - Office 4 remain
Zova - Chambers 1 remain // 1=Bahor (Villain)


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

Off turn, Urban: recharge Fly

Hour of Sands of the Hour

Riffle Scrolls: Start of turn, draw:
The Foreign Trader
Drums of Panic
Life Drain
Recharge:
Life Drain
Wand of Force Missile
Lightning Bolt


Free explore and encounter Henchman Proxy A5-Rakshasa
Urban: Recharge Drums of Panic

BA: Acrobatics 6: 1d8 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9
Reveal Hungering Staff and discard Twisted Space. Urban: Recharge Hungering Staff
Combat 16: 1d12 + 5 + 2d6 + 2 + 1d4 ⇒ (8) + 5 + (1, 3) + 2 + (4) = 23
Forced Reroll 8: 1d12 + 15 ⇒ (2) + 15 = 17 Just enough! Banished!
Discard/Bury the Foreign Trader
To Close, Charisma 5+3: 1d6 + 1d6 + 1d12 ⇒ (1) + (1) + (11) = 13 Closed!

Move to Chambers. 2 Deadly Besieged Damage goes to an empty hand


Before Reset, recharge Twisted Space

Varian flings open the door while using his boney staff to launch himself out of the way of a bolt of lightning flung from the rakshasa's claw.

The tiger headed demon is momentarily stunned by the display giving Varian the opportunity to feed his staff a bit of magic that warps the space between the two combatants. With a deft flick of magic, Varian swings his staff (fangy end first) into the space in front of him where the end disappears...finding itself behind and in the back of the rakshasa, buried deep and feeding itself.

As the creature falls to the ground, Varian straightens himself and follows the path laid by Zova.

Sensing, the master of the manor is near, Varian begins to prepare an enervation spell.

Varian wrote:

Hand: Circlet of Mental Acuity, Cult Acolyte, Mistform, Shield Cloak, Enervation, Sage's Journal, Lightning Bolt (aq),

Displayed: Radovan (Core),
Deck: 12 Discard: 5 Buried: 2
Current Location: Chambers
Hero Points: 3
NOTES:
Available Support: Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+5)
Enervation: Combat Check - reduce difficulty by 2d4.
Urban Local: Add 1d4 to any check in this order listed.
Other: Urban Local: Add 1d4 to any check in order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Soothing Word, Bound Imp , Salvator Scream, Stunning Barrier, Zellara's Harrow Deck, Fly, Life Drain, Wand of Force Missile, Lightning Bolt, Drums of Panic, Hungering Staff, Twisted Space,
Discard Pile: Fate-reader Lenses, The Foreign Trader (Harrow), Tinker, The Midwife, Asmodeus's Tyranny,
Buried Pile: The Survivor, The Foreign Trader,

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: Blessing 1

Base 1-3 remain
Amiri, Zadim - Castle 3-5 remain // 3=Enourmouse Reefclaw

Zova, Varian - Chambers 1 remain // 1=Bahor (Villain)


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

Forced reroll on BA Acrobatics 6: 1d8 + 4 ⇒ (5) + 4 = 9


Turn 24, under the Harrow of The Midwife
At the start of your turn, summon and encounter a monster.
Random Monster #1: Hippogriff Rider
Before Acting - Suffer 2 Ranged Combat damage
Display and recharge Glamered Leather Armor to reduce it by 2.
Reveal Shuriken +1 to use Acrobatics for combat. Reveal Bloodroot Poison from hand to add +1d4+3 and Poison. Recharge Spider to add +1d8
Check to Defeat - Combat 18: 1d8 + 4 + 1d4 + 1 + 1d4 + 3 + 1d8 ⇒ (5) + 4 + (3) + 1 + (2) + 3 + (5) = 23 - Success
Reveal Shuriken +1 to use Acrobatics for combat. Reveal Bloodroot Poison from hand to add +1d4+3 and Poison. Recharge Blowgun to add Stealth
Check to Defeat - Combat 17: 1d8 + 4 + 1d4 + 1 + 1d4 + 3 + 1d8 + 4 ⇒ (2) + 4 + (2) + 1 + (4) + 3 + (1) + 4 = 21 - Success, Banished.

Zadim moves to shake Amiri's hand, when suddenly a hippogriff with a human rider come crashing into the room. Zadim manages to fend them off, though it bloodies him in the process.
"This has gone on too long. If you can hold down this area and prevent that trickster from fleeing here, my friends and I can finish him off. Then we'll do proper greetings afterwards."
A plan set in place, Zadim heads back to rendezvous with his friends in the area where he'd previously spotted Bahor, taking a few more arrow hits on the way.

Move to Chambers - Suffer 2 Ranged Combat damage
Discard Bloodroot Poison and Blessing of Urgathoa to damage
Free Explore - Bahor
Amiri buries a weapon (or top card of deck, their choice) to guard Castle.
BA - Zova recharges Raccoon to add 1d8
Before Acting - Acrobatics 8: 1d8 + 4 + 1d8 ⇒ (7) + 4 + (5) = 16 - Not blessed, reroll the 7.
Before Acting - Acrobatics 8: 1d8 + 4 + 5 ⇒ (4) + 4 + 5 = 13 - Success
Zova BA - Play Cloud Puff to ignore.
Varian BA - Reveal Sage's Journal for +1d4 against a story bane, Zova buries Trinia Sabor to add 1d4+3.
Varian Before Acting - Acrobatics 8: 1d8 + 1 + 1d4 + 1d4 + 3 ⇒ (1) + 1 + (3) + (3) + 3 = 11 - Not blessed, rereoll a 3.
Varian Before Acting - Acrobatics 8: 1 + 1 + 1d4 + 3 + 3 ⇒ 1 + 1 + (2) + 3 + 3 = 10 - Success
Reveal Shuriken +1 to use Acrobatics for combat. Recharge Shuriken +1 to add Stealth. Varian buries Sage's Journal to add his Knowledge. Varian casts Enervation to reduce difficulty by 2d4.
Enervation: 2d4 ⇒ (4, 1) = 5
Check to Defeat - Combat 20-5 = 15: 1d8 + 4 + 1d4 + 1 + 1d8 + 4 + 1d12 + 5 ⇒ (6) + 4 + (3) + 1 + (3) + 4 + (5) + 5 = 31 - Not blessed, reroll the 6.
Check to Defeat - Combat 20-5 = 15: 1d8 + 4 + 3 + 1 + 3 + 4 + 5 + 5 ⇒ (8) + 4 + 3 + 1 + 3 + 4 + 5 + 5 = 33 - Defeated, Victory!

Down to his last Shuriken, but supported by his friends, Zadim runs towards the Rakshasa, dodging his initial blast before hurling his shuriken straight into its heart. With Zova's druid magic and Varian's arcane spells, combined with Zadim's poisoned weapons, they manage to strike him down at last. Amiri stands nearby, ensuring that the Rakshasa has nowhere left to run and hide, securing its downfall.


 
 
 
 
 
3C: Development

There is none, this is a two-part adventure. We now continue down into the labrynths beneath the Arkonas manor.

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

Acquired Cards
Raccoon (Ally 3)
Clockwork Servant (Ally 1)
Tinker (Ally 1)
Standard Bearer (Ally 1)
Korvosan House Drake (Ally 2)
Helm of the Valkyrie (Armor 2)
The Survivor (Blessing 1)
The Bear (Blessing 1)
Persona Mask (Item 3)
Drums of Panic (Item 3)
Bloodroot Poison (Item 3)
Circlet of Mental Acuity (Item 2)
Ring of Protection (Item 2)
Twisted Space (Spell 2)
Lightning Bolt (Spell 2)
Good Omen (Spell 1)
Minor Harrowing (Spell 1)
Mistform (Spell 3)
Elven Curve Blade (Weapon 1)
Dragonbane Greatsword (Weapon 3)


 
 
 
 
 
3D: The Vivified Labrynth

No intro, this is part two of a two-part adventure.

Story Banes

Danger: Rakshasa

Villain: None

Henchmen (Non-Closing): Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barriers

Setup

When setting out the locations, arrange them in a circle in the order listed (so the last location you're using is adjacent to the Dungeons). When building locations, first shuffle together a number of Trap barriers equal to the number of locations, then deal 1 into each location. Then build as usual.

During This Scenario

At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.

When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

To win, defeat and corner Vimanda.

Wildcards

1d18 ⇒ 16 Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
1d18 ⇒ 11 Wearisome: Each turn, you may use no more than 1 power that lets you explore.
1d18 ⇒ 13 Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

Harrows

Zova: The Joke
Varian: The Snakebite
Zadim: The Rakshasa
Hakon: The Inquisitor


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 and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.

When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

To win, defeat and corner Vimanda.

Additional Rules:  
Wildcards

Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

Full text for Harrows 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 Joke
Varian: The Snakebite
Zadim: The Rakshasa
Hakon: The Inquisitor

Story Banes

Danger: Rakshasa
Villain: None
Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barrier

Danger:

Rakshasa:

Story Bane
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 Level (#): 4

Turn: 1, Amiri/Hawkmoon

Random Cards:

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

Spoiler:
Dire Lion
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

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

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

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

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:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

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

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

Spoiler:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.

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

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

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

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

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

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


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

Armors
Spoiler:
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.

Spoiler:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
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 Acrobatics modifier.

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

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

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


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

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

Allies
Spoiler:
Bodyguard
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

Spoiler:
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.

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

Spoiler:
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:
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.

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

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

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

Spoiler:
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

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.

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/skizzerz:
Spoiler:
Hourglass Card 1 Zova/skizzerz
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 2 Varian/NathanDavis:
Spoiler:
Hourglass Card 2 Varian/NathanDavis
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Zadim/Maelwys:
Spoiler:
Hourglass Card 3 Zadim/Maelwys
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 4 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 4 Amiri/Hawkmoon
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 5 Zova/skizzerz:
Spoiler:
Hourglass Card 5 Zova/skizzerz
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 6 Varian/NathanDavis:
Spoiler:
Hourglass Card 6 Varian/NathanDavis
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 7 Zadim/Maelwys:
Spoiler:
Hourglass Card 7 Zadim/Maelwys
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 8 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 8 Amiri/Hawkmoon
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 9 Zova/skizzerz:
Spoiler:
Hourglass Card 9 Zova/skizzerz
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.
Hourglass Card 10 Varian/NathanDavis:
Spoiler:
Hourglass Card 10 Varian/NathanDavis
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 11 Zadim/Maelwys:
Spoiler:
Hourglass Card 11 Zadim/Maelwys
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 12 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 12 Amiri/Hawkmoon
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 13 Zova/skizzerz:
Spoiler:
Hourglass Card 13 Zova/skizzerz
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 14 Varian/NathanDavis:
Spoiler:
Hourglass Card 14 Varian/NathanDavis
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.
Hourglass Card 15 Zadim/Maelwys:
Spoiler:
Hourglass Card 15 Zadim/Maelwys
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 16 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 16 Amiri/Hawkmoon
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 17 Zova/skizzerz:
Spoiler:
Hourglass Card 17 Zova/skizzerz
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 18 Varian/NathanDavis:
Spoiler:
Hourglass Card 18 Varian/NathanDavis
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 19 Zadim/Maelwys:
Spoiler:
Hourglass Card 19 Zadim/Maelwys
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 20 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 20 Amiri/Hawkmoon
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 21 Zova/skizzerz:
Spoiler:
Hourglass Card 21 Zova/skizzerz
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 22 Varian/NathanDavis:
Spoiler:
Hourglass Card 22 Varian/NathanDavis
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 23 Zadim/Maelwys:
Spoiler:
Hourglass Card 23 Zadim/Maelwys
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 24 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 24 Amiri/Hawkmoon
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 25 Zova/skizzerz:
Spoiler:
Hourglass Card 25 Zova/skizzerz
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 26 Varian/NathanDavis:
Spoiler:
Hourglass Card 26 Varian/NathanDavis
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 27 Zadim/Maelwys:
Spoiler:
Hourglass Card 27 Zadim/Maelwys
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 28 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 28 Amiri/Hawkmoon
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 29 Zova/skizzerz:
Spoiler:
Hourglass Card 29 Zova/skizzerz
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

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

The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Scenario Deck Card 3 (The Rakshasa):

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

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.

Location #1: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Dungeons Card 1:
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.
Dungeons Card 2:
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Dungeons Card 3:
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.
Dungeons Card 4:
Brain Ooze
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Dungeons Card 5:
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Dungeons Card 6:
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.
Dungeons Card 7:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Dungeons Card 8:
Acid-spraying Skull
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Dungeons Card 9:
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Dungeons Card 10:
Inferno Trap
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
Veteran
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
Dungeons Card 11:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Oubliette Card 1:
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Oubliette Card 2:
Keen Starknife
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Oubliette Card 3:
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Oubliette Card 4:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Oubliette Card 5:
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.
Oubliette Card 6:
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.
Oubliette Card 7:
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.
Oubliette Card 8:
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.
Oubliette Card 9:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Oubliette Card 10:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Oubliette Card 11:
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.

Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Senshiir
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
Immune to Poison. Resistant to Acid, Attack, and Electricity.
Before acting, suffer 1d6 Combat damage.
Twisting Passages Card 10:
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+#.
Twisting Passages Card 11:
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Location #4: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Repository Card 1:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Repository Card 2:
Sivit
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Trigger
To Defeat:
Combat 16
When examined or before acting, recharge your hand, reset, and bury a card.
Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
Repository Card 3:
Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Repository Card 4:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Repository Card 5:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Repository Card 6:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Repository Card 7:
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.
Repository Card 8:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Repository Card 9:
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.
Repository Card 10:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Repository Card 11:
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.

Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
River Card 1:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
River Card 2:
Poison Dart Trap
Core
Story Bane 1
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Acrobatics 9
OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
River Card 3:
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.
River Card 4:
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.
River Card 5:
Charm Person
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
River Card 6:
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
River Card 7:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
River Card 8:
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.
River Card 9:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
River Card 10:
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
River Card 11:
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.


Deck Handler // Tier 3.3 // 0 Hero Points // Looking for: Armor 3, Ally 3, Weapon 3

Start at Dungeons, with a plan to move to River on my turn (per Harrow of Keys).

With the "Arkonas" dispatched in the manor, the group heads to the garden. Remembering the words of the now-deceased Bahor masquerading as Glorio Arkona at the time, the group spins the elephant statue, revealing a spiral staircase down into a cave system with an underground river. Beyond it lies the Vilified Labyrinth, a clockwork deathtrap whose passageways shift and rotate.

From Bahor's taunts during the final fight with him, Zova learned his "sibling" Vimanda, a fox-headed rakshasa, is in charge of the labyrinth. Zova moves on with determination, knowing Vencarlo is trapped inside of it.

Zova wrote:

Hand: Angelstep, Snapping Flytrap, Reed Moccasin, Sarenrae's Light, Blessing of Ketephys, The Worldbreaker, Fire Gecko, The Joke,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Dungeons
Hero Points: 0
CCT-3D Playmat: available
CCT-3D Reroll: available
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Angelstep: Send to Recovery to heal 1d4+1 cards if local to Zova.
- Sarenrae's Light: Recharge to heal a card if local to Zova.
- Blessing of Ketephys: Recharge to bless (twice if check invokes Animal).
- The Worldbreaker: Freely recharge to bless twice, then banish the top blessing of the hourglass.
- The Joke: Discard to bless (recharge if Craft/Diplomacy/Stealth/Disable).
Ask in Discord before using:
- None
Movement: Move with party unless stated otherwise in post

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Balmberry, Stone Axe +1, Stone Weasel, Aspect of the Frog, Sedja, Bat, Raven, Erutaki Coat, Aspect of the Hawk, Cloud Puff, Amulet of Mighty Fists
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Card with the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9)
Proficiencies:
☐ 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.)


Deck Upgrade: Swapping out Gem of Physical Prowess for Item 3: Wayfinder.
Supporter Feat: Vencarlo Orisini

Starting at River, moving to the Dungeons on my turn.

Discarding a new Harrow blessing, but there isn't one in the random cards yet. So if the BR can send me one that'd be great, otherwise I'll grab one from the next board refresh.

Zadim wrote:

Hand: Shuriken +1, Wayfinder, Spider (Core), Blessing of Wadjet, The Joke, Blessing of Abadar, The Rakshasa,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Any Check to Acquire Lv 3: Discard Blessing of Wadjet to add 2d8
Any Craft, Diplomacy, Disable, Stealth: Recharge The Joke to bless
Any Check to Defeat a Barrier: Discard Blessing of Abadar to bless twice

Movement: Keep me with the group
Other: 3A Shirt Reroll Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Glamered Leather Armor, The Locksmith, Venomous Fighting Fan +1, Armor of Insults, Blowgun, Bloodroot Poison, Daggermark Poisoner, Mouse, Blessing of Urgathoa, Blue Star, Humanbane Rapier, Scorpion Whip
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 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.


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

Starting at River with Zadim

Loot:
Replace Cult Acolyte with Salvator Scream
Replace Wand of Force Missile with Zellara's Harrow Deck
Dragon's Demand: Replace Charm Person with Soothing Word

Varian wrote:

Hand: Hungering Staff, Soothing Word, Enervation, Shield Cloak, Salvator Scream, The Foreign Trader, The Midwife, The Snakebite,

Displayed: Radovan (Core),
Deck: 11 Discard: 0 Buried: 0
Current Location: River
Hero Points: 3
NOTES:
Available Support: Enervation: Combat Check - reduce difficulty by 2d4

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

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

Snakebite: non-Dex/Str Combat, Bless. Poison, bless twice

Salvator Scream: local Knowledge/Perception 1d8

Urban Local: Add 1d4 to any check in this order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fly, Stunning Barrier, Asmodeus's Tyranny, Chain Lightning, Sage's Journal, Life Drain, Bound Imp , Grave Tender, Zellara's Harrow Deck, Codex, Fate-reader Lenses
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.


Deck Handler

Start at Oubliette.

Amiri wrote:

HAND: Frost Giant's Sword +1, War Drum, Standard Bearer, Abadar's Law, Gorum's Iron, The Rakshasa

DISPLAYED:
Deck: 13 | Discards: 0 | Bury Pile: 0
Current Location: Dungeons
Hero Points: 0
Accessory Reroll Status: 4A
NOTES:
Use anything I have that you think helps.
LOCATION PREFERENCE: River, Oubliette, Repository, Dungeons, Twisting Passages

DECK, DISCARDS, AND BURIED:

SKILLS AND POWERS:
SKILLS
STRENGTH: d12 ☒+1 ☒+2 ☐+3 ☐+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
CONSTITUTION: d8 ☒+1 ☐+2 ☐+3 ☐+4
  FORTITUDE: CONSTITUTION+1
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d6 ☐+1 ☐+2
  SURVIVAL: WISDOM+2
CHARISMA: d4 ☐+1
 
POWERS
HAND SIZE 4 ☒5 ☐6
PROFICIENCIES Weapon | ☐ Armor
On your Strength check or your check against a monster (☐ or a barrier), you may bury a card from your hand (☒ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card) (☐ and you may heal a weapon).
At the end of your turn, you may move; any local characters may move with you.

☐ On your (☐ or another local character's) Melee combat check, you may reload a weapon to add its level.

☒ When a card would be discarded to bless your combat check, it may be recharged instead.

☐ When you suffer damage from a bane (☐ before or) after acting, you may recharge a weapon to reduce the damage to 0.

 
FAVORED CARD TYPE: Melee Weapon


After the introductions, the others shared filled Amiri in on the details of the current exploits. Figuring this was a worth enough endeavor and that it would give her some kind of purpose for now, she joined up on the spot.


Deck Handler

DURING THIS ADVENTURE PATH: Legendary: Increase # for banes and the vault's bane level 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.
Wildcards:
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

DURING THIS SCENARIO: At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.
When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.
To win, defeat and corner Vimanda.

TURN: 1
HOUR: Sands of the Hour
WHEN THIS IS THE HOUR: No effect.

Start of turn: Examine: The Dance. Reloaded into location.

LOCATION: Oubliette
AT THIS LOCATION: Damage you suffer is increased by 1.

Move to Dungeons.

LOCATION: Dungeons
AT THIS LOCATION: The difficulty of combat checks is increased by 2.

Free exploration: Naval Hero
Melee 9: 1d12 + 4 ⇒ (7) + 4 = 11
Success
Acquired

Discard Standard Bearer to explore: Azer
Frost Giant's Sword +1, The Rakshasa, Naval Hero
Combat 11+4+4=19: 1d12 + 4 + 1d10 + 1 + 1d12 + 1d6 ⇒ (2) + 4 + (9) + 1 + (12) + (6) = 34
Success
Played my harrow... Draw: Abadar's Law, Gorum's Iron. Draw: Bone Spikes, Blessing of Torag
AA: Fire damage: 1d4 - 1 ⇒ (1) - 1 = 0
Defeated

Ending my turn.
Examine: Exploding Runes (Trigger)
Asking for Zadim's Blessing of Abadar I'll use my reroll too help too if I fail.
Arcane 6+4=10: 1d4 + 2d4 ⇒ (4) + (4, 3) = 11
Success!
Defeated
Examine top of all locations:
Dungeons: Brain Ooze (Monster)
Oubliette: The Dance (Blessing)
Twisting Passages: Chimera (Monster)
Repository: Clairvoyance (Spell)
River: Wyvern Blade Trap (Barrier)

Amiri wrote:

HAND: Earthbreaker, Frost Giant's Sword +1, Bone Spikes, War Drum, Blessing of Torag

DISPLAYED:
Deck: 14 | Discards: 1 | Bury Pile: 0
Current Location: Oubliette
Hero Points: 0
Accessory Reroll Status: 4A
NOTES:
Use anything I have that you think helps.
LOCATION PREFERENCE: River, Oubliette, Repository, Dungeons, Twisting Passages


SKILLS AND POWERS:
SKILLS
STRENGTH: d12 ☒+1 ☒+2 ☐+3 ☐+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
CONSTITUTION: d8 ☒+1 ☐+2 ☐+3 ☐+4
  FORTITUDE: CONSTITUTION+1
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d6 ☐+1 ☐+2
  SURVIVAL: WISDOM+2
CHARISMA: d4 ☐+1
 
POWERS
HAND SIZE 4 ☒5 ☐6
PROFICIENCIES Weapon | ☐ Armor
On your Strength check or your check against a monster (☐ or a barrier), you may bury a card from your hand (☒ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card) (☐ and you may heal a weapon).
At the end of your turn, you may move; any local characters may move with you.

☐ On your (☐ or another local character's) Melee combat check, you may reload a weapon to add its level.

☒ When a card would be discarded to bless your combat check, it may be recharged instead.

☐ When you suffer damage from a bane (☐ before or) after acting, you may recharge a weapon to reduce the damage to 0.

 
FAVORED CARD TYPE: Melee Weapon


Status Link

Most Recent BR Refresh

Notes for Zadim: Discard Blessing of Abadar
Random Card(s) Used: Blessing 1

Amiri, Zova - Dungeons 4-11 remain // 4=Brain Ooze (Monster 2)
Oubliette 1-11 remain // 1=The Dance (Blessing 1)
Twisting Passages 1-11 remain // 1=Chimera (Monster 3)
Repository 1-11 remain // 1=Clairvoyance (Spell 3)
Zadim, Varian - River 1-11 remain // 1=Wyvern Blade Trap (Barrier 3)

Amiri made her way from the River into the Dungeons. There she found an imprisoned member of the navy. She thrust her sword into her chains, breaking them. The woman thanked Amiri. "Stay close, but stay quiet," Amiri whispered to her.

As she rounded the corner, an Azer, blocked her path. "Strange guards in this dungeon," she said as she dispatched it with her sword. Thinking the danger had passed, she turned to speak to Zova, when an inscription on the wall caught her eyes. The wall exploded, revealing a Brain Ooze in the room behind it.


Deck Handler // Tier 3.3 // 0 Hero Points // Looking for: Armor 3, Ally 3, Weapon 3

Hour of Zon-kuthon's Pain. At start of turn, examine top card of Dungeons: Brain Ooze. Not a barrier, so I'll reload it into River. Move to Twisting Passages and take free exploration.

Twisting Passages 1: Chimera. Before acting, suffer 1 Fire damage, discarding Sarenrae's Light. Hour power means I draw Balmberry. Chimera only has combat checks, so Harrow of Books does not apply. Will be using unarmed Strength for all 3 checks and revealing Fire Gecko on all 3 checks to add 1d4 and the Fire trait. On the first check, discard The Joke to bless. Because that's my Harrow, I'll recharge Snapping Flytrap, Angelstep, and Balmberry in that order to draw 3 cards: Raven, Amulet of Mighty Fists, Erutaki Coat. Reveal Amulet of Mighty Fists on all 3 checks to add another 1d4 and the Magic trait. Recharge Raven on the first check to add my Survival +1 and the Animal trait. Combat 9: 2d6 + 1d4 + 1d4 + 1d8 + 6 + 1 ⇒ (3, 2) + (2) + (1) + (3) + 6 + 1 = 18 Recharge Reed Moccasin on the second check to add my Survival +3 and the Animal trait. Combat 10: 1d6 + 1d4 + 1d4 + 1d8 + 6 + 3 ⇒ (4) + (1) + (1) + (2) + 6 + 3 = 17 Recharge Fire Gecko on the third check to add my Survival +1 and the Animal trait. Combat 11: 1d6 + 1d4 + 1d4 + 1d8 + 6 + 1 ⇒ (3) + (3) + (4) + (8) + 6 + 1 = 25. Defeated. Recharge Blessing of Ketephys to explore again.

Twisting Passages 2: Smoke Slayer. Not something I can handle, discard Erutaki Coat for my character power to evade. Then, end turn, examining the new top card: 1d10 + 1 ⇒ (5) + 1 = 6 Symbol of Agony. It's a barrier so I encounter it.

Twisting Passages 6: Symbol of Agony. I'll recharge The Worldbreaker to bless twice and banish the top blessing of the hourglass. Wisdom 9: 3d8 + 3 ⇒ (2, 8, 7) + 3 = 20 Defeated. Examine top card of each location:


  • Dungeons (Card 5): Wounding Spear-axe (Weapon 3)
  • Oubliette (Card 1): The Dance (Blessing 1)
  • Twisting Passages (Card Reroll 6: 1d10 + 1 ⇒ (4) + 1 = 5): Horn of Blasting (Item 2)
  • Repository (Card 1): Clairvoyance (Spell 3)
  • River (Dungeons Card 4): Brain Ooze (Monster 2)

All top cards of adjacent locations have different levels, even accounting for wraparound (Dungeons+River). Lair is summoned and built, with Vimanda shuffled into it.

Choose a Hand Size of 7 as I draw up again.

A brain ooze chases Zova out of the dungeons where she initially started exploring, and she managed to shake it off her trail nearby a river as she headed into the twisting passageways of the mazelike Vilified Labyrinth. A passageway shifted, putting her face-to-face with a chimera. She made short work of it and ran away from a smoke elemental reinforcement to a different passageway. A symbol of agony was inscribed on the wall above a lever; Zova disabled it without much issue and pulled the lever to rotate the passageways. It seems that opened up a path to a new area!

Zova wrote:

Hand: Amulet of Mighty Fists, Sedja, Aspect of the Frog, Stone Axe +1, Bat, Aspect of the Hawk, Stone Weasel,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Current Location: Twisting Passages
Hero Points: 0
CCT-3D Playmat: available
CCT-3D Reroll: available
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.
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
Recharged: Snapping Flytrap, Angelstep, Balmberry, Raven, Reed Moccasin, Fire Gecko, Blessing of Ketephys, The Worldbreaker,
Discard Pile: Sarenrae's Light, The Joke, Erutaki Coat,
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
Hourglass offset by 1
Notes for Zadim: Discard Blessing of Abadar
Random Card(s) Used: Blessing 1

Amiri - Dungeons 5-11 remain // 5=Wounding Spear-axe (Weapon 3)
Oubliette 1-11 remain // 1=The Dance (Blessing 1)
Zova - Twisting Passages 5, RANDOM 2-4,7-11 remain // 5=Horn of Blasting (Item 2)
Repository 1-11 remain // 1=Clairvoyance (Spell 3)
Zadim, Varian - River D4, 1-11 remain // D4=Brain Oooze (Monster 2), 1=Wyvern Blade Trap (Barrier 3)
Lair 1-10 remain


During This Adventure: At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.

The Harrow suit is 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 and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.

When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

To win, defeat and corner Vimanda.

Additional Rules:  
Wildcards

Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

Full text for Harrows 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 Joke
Varian: The Snakebite
Zadim: The Rakshasa
Hakon: The Inquisitor

Story Banes

Danger: Rakshasa
Villain: None
Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barrier

Danger:

Rakshasa:

Story Bane
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 Level (#): 4

Turn: 3, Varian/NathanDavis

Random Cards:

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

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

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

Spoiler:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.

Spoiler:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

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

Spoiler:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.

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

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

Spoiler:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

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

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

Spoiler:
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:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

Spoiler:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

Spells
Spoiler:
Mirror Image
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

Spoiler:
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:
Frost Ray
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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


Spoiler:
Mistform
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


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

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


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

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

Spoiler:
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:
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.

Items
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.

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

Spoiler:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

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

Spoiler:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

Spoiler:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Spoiler:
Bodyguard
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

Spoiler:
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:
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

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

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

Spoiler:
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.

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

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zadim/Maelwys:
Spoiler:
Hourglass Card 1 Zadim/Maelwys
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 2 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 2 Amiri/Hawkmoon
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 3 Zova/skizzerz:
Spoiler:
Hourglass Card 3 Zova/skizzerz
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 4 Varian/NathanDavis:
Spoiler:
Hourglass Card 4 Varian/NathanDavis
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 5 Zadim/Maelwys:
Spoiler:
Hourglass Card 5 Zadim/Maelwys
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 6 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 6 Amiri/Hawkmoon
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.
Hourglass Card 7 Zova/skizzerz:
Spoiler:
Hourglass Card 7 Zova/skizzerz
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 8 Varian/NathanDavis:
Spoiler:
Hourglass Card 8 Varian/NathanDavis
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 9 Zadim/Maelwys:
Spoiler:
Hourglass Card 9 Zadim/Maelwys
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 10 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 10 Amiri/Hawkmoon
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 11 Zova/skizzerz:
Spoiler:
Hourglass Card 11 Zova/skizzerz
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.
Hourglass Card 12 Varian/NathanDavis:
Spoiler:
Hourglass Card 12 Varian/NathanDavis
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 13 Zadim/Maelwys:
Spoiler:
Hourglass Card 13 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 14 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 14 Amiri/Hawkmoon
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 15 Zova/skizzerz:
Spoiler:
Hourglass Card 15 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 16 Varian/NathanDavis:
Spoiler:
Hourglass Card 16 Varian/NathanDavis
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 17 Zadim/Maelwys:
Spoiler:
Hourglass Card 17 Zadim/Maelwys
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 18 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 18 Amiri/Hawkmoon
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 19 Zova/skizzerz:
Spoiler:
Hourglass Card 19 Zova/skizzerz
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 20 Varian/NathanDavis:
Spoiler:
Hourglass Card 20 Varian/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 21 Zadim/Maelwys:
Spoiler:
Hourglass Card 21 Zadim/Maelwys
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 22 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 22 Amiri/Hawkmoon
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 23 Zova/skizzerz:
Spoiler:
Hourglass Card 23 Zova/skizzerz
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 24 Varian/NathanDavis:
Spoiler:
Hourglass Card 24 Varian/NathanDavis
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 25 Zadim/Maelwys:
Spoiler:
Hourglass Card 25 Zadim/Maelwys
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 26 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 26 Amiri/Hawkmoon
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

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

The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Scenario Deck Card 3 (The Rakshasa):

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

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.

Location #1: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amiri/Hawkmoon, None

Dungeons Card 1 (Wounding Spear-axe):
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Dungeons Card 2:
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.
Dungeons Card 3:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Dungeons Card 4:
Acid-spraying Skull
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Dungeons Card 5:
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Dungeons Card 6:
Inferno Trap
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
Veteran
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
Dungeons Card 7:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Oubliette Card 1 (The Dance):
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Oubliette Card 2:
Keen Starknife
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Oubliette Card 3:
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Oubliette Card 4:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Oubliette Card 5:
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.
Oubliette Card 6:
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.
Oubliette Card 7:
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.
Oubliette Card 8:
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.
Oubliette Card 9:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Oubliette Card 10:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Oubliette Card 11:
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.

Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zova/skizzerz, None
Twisting Passages Card 1 (Horn of Blasting):
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.
Twisting Passages Card 2:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Twisting Passages Card 3:
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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+#.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
Senshiir
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
Immune to Poison. Resistant to Acid, Attack, and Electricity.
Before acting, suffer 1d6 Combat damage.
Twisting Passages Card 9:
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.

Location #4: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Repository Card 1 (Clairvoyance):
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Repository Card 2:
Sivit
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Trigger
To Defeat:
Combat 16
When examined or before acting, recharge your hand, reset, and bury a card.
Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
Repository Card 3:
Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Repository Card 4:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Repository Card 5:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Repository Card 6:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Repository Card 7:
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.
Repository Card 8:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Repository Card 9:
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.
Repository Card 10:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Repository Card 11:
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.

Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 4 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Varian/NathanDavis, Zadim/Maelwys, None
River Card 1 (Brain Ooze):
Brain Ooze
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
River Card 2 (Wyvern Blade Trap):
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
River Card 3:
Poison Dart Trap
Core
Story Bane 1
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Acrobatics 9
OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
River Card 4:
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.
River Card 5:
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.
River Card 6:
Charm Person
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
River Card 7:
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
River Card 8:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
River Card 9:
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.
River Card 10:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
River Card 11:
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
River Card 12:
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.

Location #6: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Lair Card 1:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Lair Card 2:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Lair Card 3:
Vimanda
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 17
THEN Combat 13
OR Charisma
Diplomacy 8
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
Lair Card 4:
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.
Lair Card 5:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Lair Card 6:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Lair Card 7:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Lair Card 8:
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.
Lair Card 9:
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.

Lair Card 10:
Flaming Shortbow
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.


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

Hour of Benefaction

Riffle Scrolls: Start of turn, Draw Stunning Barrier, Grave Tender, Zellara's Harrow Deck, then recharge Enervation, Grave Tender, Soothing Word
Start of turn, examine Brain Ooze then reload it on top of Lair


Move to Repository, explore and encounter Clairvoyance
Harrow

Arcane 9: 1d12 + 5 + 1d4 ⇒ (2) + 5 + (2) = 9 Acquired!

Banish Clairvoyance to recovery to examine Repository
Repository Card 2: Sivit (Story Bane 3) (Trigger): Recharge hand, reset, then bury Asmodeus's Tyranny
Repository Card 3: Friendly Game of Sredna (Barrier 4)
Repository Card 4: Belt of Physical Prowess (Item 2)
Now this is a tough puzzle. But I think I have it...Arrange 432. I'll reload the Belt on top of another 2, at the end of my turn, and then Zadim will be set up to close the river, and hopefully folks will set me up to close Repository on my next turn.


End turn, examine Belt of Physical Prowess, then reload at Twisting Passages

Fail Clairvoyance recovery but before reset, recharge Clairvoyance

After the start of Zadim's turn, banish Bound Imp to recovery to draw Enervation and Grave Tender

Varian attempts to recover all cards in his Recovery pile. Harrow
Bound Imp : Arcane 8: 1d12 + 5 + 1d4 ⇒ (10) + 5 + (1) = 16 -> Bound Imp recharged.

Varian's companions have successfully manuevered the levers to open up what may be the home of the mistress of this labrynth. But there is not yet a clear path to get there without getting lost. Howeve they did uncover a useful tool to finding the way through.

He nods at Radovan who hits the lever flinging that pesky ooze away and then slips into a tunnel, no uncovered as the great gears grind and move the maze around. Varian finds himself in a small chamber with notes, scratches on the wall and a fairly complete scroll that forms the bases for Clairvoyant powers. It's marred by comments and frustrated tears by someone who clearly couldn't understand how to use it. Through it all, Varian is able to decipher it and let's the spell loose.

It unveils among other things, he sees a with his mind's eye manaclesm statues, a great green throne, and a strange set of game componant. There seems to be a counter-clairvoyant force pushing to see Varian just as he divines this area. Ultimately, he discovers the source, a darksphinx with red glowing eyes. He breaks off the spell feeling shaken.

As he, gathers himself, he pauses and makes a plan. I may be able to face this "Lady of the Labrynth" without fighting her.

Varian wrote:

Hand: Life Drain, Fly, Chain Lightning, Enervation, Codex, Sage's Journal, Fate-reader Lenses, Grave Tender,

Displayed: Radovan (Core),
Deck: 11 Discard: 0 Buried: 1
Current Location: Repository
Hero Points: 3
NOTES:
Available Support: Enervation: Combat Check - reduce difficulty by 2d4

Fate-reader Lenses: Discard to examine and arrange the top 3 of any location.

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

Sage's Journal: local check against bane, (bury) add my Knowledge (1d12+5)

Urban Local: Add 1d4 to any check in this order listed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Soothing Word, Zellara's Harrow Deck, Salvator Scream, Stunning Barrier, The Foreign Trader, The Snakebite, The Midwife, Shield Cloak, Hungering Staff, Clairvoyance, Bound Imp ,
Discard Pile:
Buried Pile: Asmodeus's Tyranny,

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: Discard Blessing of Abadar

Amiri - Dungeons 1-7 remain // 1=Wounding Spear-axe (Weapon 3)
Oubliette 1-11 remain // 1=The Dance (Blessing 1)
Zova - Twisting Passages Rep 4, 1-9 remain // Rep 4=Belt of Physical Prowess (Item 2), 1=Horn of Blasting (Item 2)
Varian - Repository 3,2,5-11 remain // 3=Friendly Game of Sredna (Barrier 4), 2=Sivit (Monster 3),
Zadim - River 2-11 remain // 2=Wyvern Blade Trap (Barrier 3)
Lair Riv 1, 1-10 remain // Riv 1=Brain Oooze (Monster 2), 1-10


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 and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.

When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

To win, defeat and corner Vimanda.

Additional Rules:  
Wildcards

Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

Full text for Harrows 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 Joke
Varian: The Snakebite
Zadim: The Rakshasa
Hakon: The Inquisitor

Story Banes

Danger: Rakshasa
Villain: None
Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barrier

Danger:

Rakshasa:

Story Bane
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 Level (#): 4

Turn: 4, Zadim/Maelwys

Random Cards:

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

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

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

Spoiler:
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.

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

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

Spoiler:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

Spoiler:
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.

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

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

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

Spells
Spoiler:
Harrowing
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.

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


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

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


Spoiler:
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:
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.


Armors
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:
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.

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

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

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

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

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

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


Allies
Spoiler:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

Spoiler:
Leech
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

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

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


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

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

Spoiler:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

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

Spoiler:
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 1 Amiri/Hawkmoon
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 2 Zova/skizzerz:
Spoiler:
Hourglass Card 2 Zova/skizzerz
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 3 Varian/NathanDavis:
Spoiler:
Hourglass Card 3 Varian/NathanDavis
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 4 Zadim/Maelwys:
Spoiler:
Hourglass Card 4 Zadim/Maelwys
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 5 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 5 Amiri/Hawkmoon
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.
Hourglass Card 6 Zova/skizzerz:
Spoiler:
Hourglass Card 6 Zova/skizzerz
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 7 Varian/NathanDavis:
Spoiler:
Hourglass Card 7 Varian/NathanDavis
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 8 Zadim/Maelwys:
Spoiler:
Hourglass Card 8 Zadim/Maelwys
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 9 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 9 Amiri/Hawkmoon
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 10 Zova/skizzerz:
Spoiler:
Hourglass Card 10 Zova/skizzerz
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.
Hourglass Card 11 Varian/NathanDavis:
Spoiler:
Hourglass Card 11 Varian/NathanDavis
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 12 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 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 13 Amiri/Hawkmoon
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 16 Zadim/Maelwys:
Spoiler:
Hourglass Card 16 Zadim/Maelwys
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 17 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 17 Amiri/Hawkmoon
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 18 Zova/skizzerz:
Spoiler:
Hourglass Card 18 Zova/skizzerz
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 19 Varian/NathanDavis:
Spoiler:
Hourglass Card 19 Varian/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 20 Zadim/Maelwys:
Spoiler:
Hourglass Card 20 Zadim/Maelwys
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 21 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 21 Amiri/Hawkmoon
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 22 Zova/skizzerz:
Spoiler:
Hourglass Card 22 Zova/skizzerz
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 23 Varian/NathanDavis:
Spoiler:
Hourglass Card 23 Varian/NathanDavis
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 24 Zadim/Maelwys:
Spoiler:
Hourglass Card 24 Zadim/Maelwys
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 25 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 25 Amiri/Hawkmoon
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

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

The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Scenario Deck Card 3 (The Rakshasa):

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

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.

Location #1: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amiri/Hawkmoon, None

Dungeons Card 1 (Wounding Spear-axe):
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Dungeons Card 2:
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.
Dungeons Card 3:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Dungeons Card 4:
Acid-spraying Skull
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Dungeons Card 5:
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Dungeons Card 6:
Inferno Trap
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
Veteran
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
Dungeons Card 7:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Oubliette Card 1 (The Dance):
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Oubliette Card 2:
Keen Starknife
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Oubliette Card 3:
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Oubliette Card 4:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Oubliette Card 5:
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.
Oubliette Card 6:
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.
Oubliette Card 7:
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.
Oubliette Card 8:
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.
Oubliette Card 9:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Oubliette Card 10:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Oubliette Card 11:
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.

Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zova/skizzerz, None
Twisting Passages Card 1 (Belt of Physical Prowess):
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Twisting Passages Card 2 (Horn of Blasting):
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.
Twisting Passages Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Twisting Passages Card 4:
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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+#.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Senshiir
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
Immune to Poison. Resistant to Acid, Attack, and Electricity.
Before acting, suffer 1d6 Combat damage.
Twisting Passages Card 10:
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.

Location #4: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, None
Repository Card 1 (Friendly Game of Sredna):
Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Repository Card 2 (Sivit):
Sivit
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Trigger
To Defeat:
Combat 16
When examined or before acting, recharge your hand, reset, and bury a card.
Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
Repository Card 3:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Repository Card 4:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Repository Card 5:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Repository Card 6:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Repository Card 7:
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.
Repository Card 8:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Repository Card 9:
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.

Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Zadim/Maelwys, None
River Card 1 (Wyvern Blade Trap):
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
River Card 2:
Poison Dart Trap
Core
Story Bane 1
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Acrobatics 9
OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
River Card 3:
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.
River Card 4:
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.
River Card 5:
Charm Person
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
River Card 6:
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
River Card 7:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
River Card 8:
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.
River Card 9:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
River Card 10:
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
River Card 11:
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.

Location #6: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Lair Card 1 (Brain Ooze):
Brain Ooze
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Lair Card 2:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Lair Card 3:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Lair Card 4:
Vimanda
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 17
THEN Combat 13
OR Charisma
Diplomacy 8
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
Lair Card 5:
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.
Lair Card 6:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Lair Card 7:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Lair Card 8:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Lair Card 9:
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.
Lair Card 10:
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.

Lair Card 11:
Flaming Shortbow
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.


Finishing up my setup, discard The Hidden Truth from random new cards into my discard pile (as a random harrow blessing).

Off-turn, discard Blessing of Abadar

Turn 4, under the Sands of the Hour

Start of turn, examine the top card of my location.
River #1: Wyvern Blade Trap
It's a barrier, encounter it. Recharge Spider to add my Intelligence to a Poison check.
Check to Defeat - Dexterity 10: 1d8 + 2 + 1d8 + 1 ⇒ (1) + 2 + (8) + 1 = 12 - Defeated, banished.
Defeated a barrier, examine the top card of each location (3, 1, 2, 4, 1, 2). All different, and Lair is already built, so attempt to close my location.
Amiri discards Blessing of Torag to bless twice.
Check to Close - Strength 5+4=9: 3d8 ⇒ (7, 3, 7) = 17 - Success, closed.
When Closed - Give The Joke to Zova. And move to Dungeons.

As they descend into the underground, Zadim immediately heads to check out the underground river. Spotting a deadly poison trap near the entrance, he's able to easily bypass it and confirm that this location is relatively unused, so he and his friends can quickly cross it off the list. He makes note of that, and then proceeds through the dungeons to a deeper room, where only the worst prisoners were kept.

During my move phase, move to Oubliette.
Free Exploration - Oubliette #1: The Dance
Reveal Blessing of Wadjet for +1d4
Check to Acquire - Acrobatics 4+4=8: 1d8 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6 - Shirt reroll the 1d8
Check to Acquire - Acrobatics 4+4=8: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 - Success, acquired

Spotting a harrow deck there he briefly pulls a card to examine. The Dance is a good omen for those around him, so he pockets the card, hoping he can spread its good luck to his friends as he keeps poking around.

Discard Wayfinder to examine the top card of my location
Oubliette #2: Keen Starknife
Choose not to reshuffle, and explore.
Reveal Blessing of Wadjet for +1d4
Check to Acquire - Acrobatics 12: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 - Acquired

In the darkness his eyes catch a glimpse of metal, and he spots a finely balanced throwing knife. Definitely a weapon he's familiar with, he slips it into a pocket and turns to leave.

End of turn, examine the top card of my location
Oubliette #3: Symbol of Fear
It's a barrier, encounter it.
Harrow Suit adds +1d4. Recharge Rakshasa to bless a Magic check.
Played my harrow, recharge Keen Starknife to draw 1 card: Armor of Insults
Check to Defeat - Intelligence 10: 2d8 + 1 + 1d4 ⇒ (4, 1) + 1 + (1) = 7 - Failed, recharged. I suffer the scourge Frightened.

On his way out of the Oubliette he suddenly catches sight of the gruesome vision on the wall that was used to torture the prisoners. He shudders at the sight, finding himself oddly unnerved as he hunkers down in the darkness, afraid to move on...

Display Armor of Insults and draw 3 to reset my hand.

Zadim wrote:

Hand: Shuriken +1, Humanbane Rapier, Bloodroot Poison, The Dance, Blessing of Wadjet, Blessing of Urgathoa,

Displayed: Armor of Insults,
Deck: 11 Discard: 3 Buried: 0
Hero Points: 2 // Zadim has the following scourges marked:
Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

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


NOTES:
Available Support: Any Check to Acquire Lv 3: Discard Blessing of Wadjet to add 2d8
Any Check: Discard The Dance to bless twice
Any Fortitude or Undead check: Discard Blessing of Urgathoa to bless twice
Any Local Combat: Recharge Shurikan to add +1d8+4
Movement: Keep me with the group
Other: 3C Shirt Reroll Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Daggermark Poisoner, Blue Star, Scorpion Whip, Venomous Fighting Fan +1, Blowgun, The Locksmith, Glamered Leather Armor, Mouse
Recharged: Spider (Core), The Rakshasa, Keen Starknife,
Discard Pile: The Hidden Truth, Blessing of Abadar, Wayfinder,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 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 Zova: Gain The Joke
Notes for Amiri: Discard Blessing of Torag

Amiri - Dungeons 1-7 remain // 1=Wounding Spear-axe (Weapon 3)
Zadim - Oubliette 4-11, 3 remain // 3=Symbol of Fear (recharged)
Zova - Twisting Passages 1-10 remain // 1=Belt of Physical Prowess (Item 2), 2=Horn of Blasting (Item 2)
Varian - Repository 1-9 remain // 1=Friendly Game of Sredna (Barrier 4), 2=Sivit (Monster 3),

Lair 1-11 remain // 1=Brain Oooze (Monster 2)


Deck Handler

Discard Blessing of Torag

DURING THIS ADVENTURE PATH: Legendary: Increase # for banes and the vault's bane level 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.
Wildcards:
Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

DURING THIS SCENARIO: At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.
When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.
To win, defeat and corner Vimanda.

TURN: 5
HOUR: Benefaction
WHEN THIS IS THE HOUR: No effect.

LOCATION: Oubliette
AT THIS LOCATION: Damage you suffer is increased by 1.

Examine top of Dungeons: Wounding Spear-axe. Reload it to Twisting Passages.

Varian discards Fate-Reader Lenses to examine top 3 of Oubliette
Wailing Maidens (Trigger)

The risk of being Dazed raises some questions. Pausing.


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

Discard Fate Reader Lenses. Reload Radovan. Harrow
Fortitude Knowledge 8: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 Not Dazed!

Banish Fly to Recovery to Examine something that doesn't trigger and Dungeons: Dungeons Card 2: Flask of Curses. Then I'll move to Dungeons


Deck Handler

Varian continues to examine Oubliette:
Vicious Scythe
Fox

The three card can are put back in with this as top down:
Fox,
Vicious Scythe,
Wailing Maidens


Deck Handler

Move to Lair.

Free exploration: Brain Ooze
Frost Giant's Sword +1 (discard), Bone Spikes
Combat 12: 1d12 + 4 + 1d10 + 1 + 2d6 + 2 ⇒ (10) + 4 + (3) + 1 + (4, 1) + 2 = 25
Success
Defeated
Recharge War Drum to heal Frost Giant's Sword +1

Ending my turn.
Examine Lair: Spiked Volley
Barrier, so encounter it.

Zadim discards The Dance
Dexterity 9: 3d6 ⇒ (4, 2, 3) = 9
Just enough!
Defeated

Examine all locations:
Dungeons: Flask of Curses (Barrier 2)
Oubliette: Fox (Ally 1)
Twisting Passages: Wounding Spear-axe (Weapon 3)
Repository: Friendly Game of Sredna (Barrier 4)
Lair: Red Mantis Initiate (Monster 2)

Can't attempt to close.

Amiri wrote:

HAND: Earthbreaker, Frost Giant's Sword +1, Bone Spikes, Orange War Paint, The Mountain Man

DISPLAYED:
Deck: 13 | Discards: 2 | Bury Pile: 0
Current Location: Oubliette
Hero Points: 0
Accessory Reroll Status: 4A
NOTES:
Use anything I have that you think helps.
LOCATION PREFERENCE: Lair, River, Oubliette, Repository, Dungeons, Twisting Passages


SKILLS AND POWERS:
SKILLS
STRENGTH: d12 ☒+1 ☒+2 ☐+3 ☐+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
CONSTITUTION: d8 ☒+1 ☐+2 ☐+3 ☐+4
  FORTITUDE: CONSTITUTION+1
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d6 ☐+1 ☐+2
  SURVIVAL: WISDOM+2
CHARISMA: d4 ☐+1
 
POWERS
HAND SIZE 4 ☒5 ☐6
PROFICIENCIES Weapon | ☐ Armor
On your Strength check or your check against a monster (☐ or a barrier), you may bury a card from your hand (☒ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card) (☐ and you may heal a weapon).
At the end of your turn, you may move; any local characters may move with you.

☐ On your (☐ or another local character's) Melee combat check, you may reload a weapon to add its level.

☒ When a card would be discarded to bless your combat check, it may be recharged instead.

☐ When you suffer damage from a bane (☐ before or) after acting, you may recharge a weapon to reduce the damage to 0.

 
FAVORED CARD TYPE: Melee Weapon


Status Link

Most Recent BR Refresh

Notes for Zova: Gain The Joke
Notes for Zadim: Discard The Dance

Varian - Dungeons 2-7 remain // 2=Flask of Curses (Barrier 2)
Zadim - Oubliette 6,5,4,7-11, 3 remain // 6=Fox (Ally 1), 5=Vicious Scythe (Weapon 2), 4=Wailing Maidens (Barrier 3), 3=Symbol of Fear (recharged)
Zova - Twisting Passages A, 1-10 remain // A=Wounding Spear-axe from Dungeons (Weapon 3), 1=Belt of Physical Prowess (Item 2), 2=Horn of Blasting (Item 2)
Repository 1-9 remain // 1=Friendly Game of Sredna (Barrier 4), 2=Sivit (Monster 3),

Amiri - Lair 3-11 remain // 3=Red Mantis Initiate (Monster 2)

Amiri decided to explore down the passage way opened in dungeon. As she wandered for a while, she began to fear she gotten lost. Around a corner, she got the drop on a brain ooze before it could get the drop on her. But before she could rest, her heal stepped on a switch, activating a set of arrowheads that hurtling towards her. She was just able to nimbly dance her way out of their range.


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 and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.

When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

To win, defeat and corner Vimanda.

Additional Rules:  
Wildcards

Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

Full text for Harrows 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 Joke
Varian: The Snakebite
Zadim: The Rakshasa
Hakon: The Inquisitor

Story Banes

Danger: Rakshasa
Villain: None
Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barrier

Danger:

Rakshasa:

Story Bane
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 Level (#): 4

Turn: 6, Zova/skizzerz

Random Cards:

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

Spoiler:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

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

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

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

Barriers
Spoiler:
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.

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

Spoiler:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

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

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


Spoiler:
Harrowing
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.

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


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

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


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

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


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

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


Armors
Spoiler:
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.

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

Spoiler:
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.

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

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

Spoiler:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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.

Allies
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:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


Spoiler:
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.

Spoiler:
Craftsman
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

Spoiler:
Sable Company Marine
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.

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

Spoiler:
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

Spoiler:
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 All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then 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.

Hour Power: When you suffer a scourge on your turn, each local character suffers it.

Current Hour:

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

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Varian/NathanDavis:
Spoiler:
Hourglass Card 1 Varian/NathanDavis
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 2 Zadim/Maelwys:
Spoiler:
Hourglass Card 2 Zadim/Maelwys
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 3 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 3 Amiri/Hawkmoon
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.
Hourglass Card 4 Zova/skizzerz:
Spoiler:
Hourglass Card 4 Zova/skizzerz
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 5 Varian/NathanDavis:
Spoiler:
Hourglass Card 5 Varian/NathanDavis
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 6 Zadim/Maelwys:
Spoiler:
Hourglass Card 6 Zadim/Maelwys
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 7 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 7 Amiri/Hawkmoon
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 Zova/skizzerz:
Spoiler:
Hourglass Card 8 Zova/skizzerz
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.
Hourglass Card 9 Varian/NathanDavis:
Spoiler:
Hourglass Card 9 Varian/NathanDavis
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 10 Zadim/Maelwys:
Spoiler:
Hourglass Card 10 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 11 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 11 Amiri/Hawkmoon
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 12 Zova/skizzerz:
Spoiler:
Hourglass Card 12 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 13 Varian/NathanDavis:
Spoiler:
Hourglass Card 13 Varian/NathanDavis
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 14 Zadim/Maelwys:
Spoiler:
Hourglass Card 14 Zadim/Maelwys
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 15 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 15 Amiri/Hawkmoon
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 16 Zova/skizzerz:
Spoiler:
Hourglass Card 16 Zova/skizzerz
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 17 Varian/NathanDavis:
Spoiler:
Hourglass Card 17 Varian/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 18 Zadim/Maelwys:
Spoiler:
Hourglass Card 18 Zadim/Maelwys
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 19 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 19 Amiri/Hawkmoon
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 20 Zova/skizzerz:
Spoiler:
Hourglass Card 20 Zova/skizzerz
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 21 Varian/NathanDavis:
Spoiler:
Hourglass Card 21 Varian/NathanDavis
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 22 Zadim/Maelwys:
Spoiler:
Hourglass Card 22 Zadim/Maelwys
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 23 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 23 Amiri/Hawkmoon
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

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

The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Scenario Deck Card 3 (The Rakshasa):

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

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.

Location #1: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Dungeons Card 1 (Flask of Curses):
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.
Dungeons Card 2:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Dungeons Card 3:
Acid-spraying Skull
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Dungeons Card 4:
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Dungeons Card 5:
Inferno Trap
Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
Veteran
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.
Dungeons Card 6:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zadim/Maelwys, None
Oubliette Card 1 (Fox):
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.
Oubliette Card 2 (Vicious Scythe):
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.
Oubliette Card 3 (Wailing Maidens):
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Oubliette Card 4:
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.
Oubliette Card 5:
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.
Oubliette Card 6:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Oubliette Card 7:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Oubliette Card 8:
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.
Oubliette Card 9 (Symbol of Fear):
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zova/skizzerz, None
Twisting Passages Card 1 (Wounding Spear-axe):
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 2 (Belt of Physical Prowess):
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Twisting Passages Card 3 (Horn of Blasting):
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.
Twisting Passages Card 4:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Twisting Passages Card 5:
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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+#.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
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.
Twisting Passages Card 10:
Senshiir
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
Immune to Poison. Resistant to Acid, Attack, and Electricity.
Before acting, suffer 1d6 Combat damage.
Twisting Passages Card 11:
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.

Location #4: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/NathanDavis, None
Repository Card 1 (Friendly Game of Sredna):
Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Repository Card 2 (Sivit):
Sivit
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Trigger
To Defeat:
Combat 16
When examined or before acting, recharge your hand, reset, and bury a card.
Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
Repository Card 3:
Captive Horror
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Repository Card 4:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Repository Card 5:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Repository Card 6:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Repository Card 7:
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.
Repository Card 8:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Repository Card 9:
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.

Location #6: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amiri/Hawkmoon, None
Lair Card 1 (Red Mantis Initiate):
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Lair Card 2:
Vimanda
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 17
THEN Combat 13
OR Charisma
Diplomacy 8
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
Lair Card 3:
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.
Lair Card 4:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Lair Card 5:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Lair Card 6:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Lair Card 7:
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.
Lair Card 8:
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.

Lair Card 9:
Flaming Shortbow
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.


Deck Handler // Tier 3.3 // 0 Hero Points // Looking for: Armor 3, Ally 3, Weapon 3

Off-turn: receive The Joke from Zadim. While The Joke is my harrow, the deck tracker requires me to track it differently so I will not be considering the received card to be "playing my harrow" for the purpose of the adventure power. Hour of The Fiend. At start of turn, move Wounding Spear-Axe over to Lair. Then attempt to move to Oubliette: use untrained Knowledge, recharge Sedja to add 1d8. Knowledge 6+3=9: 1d4 + 1d8 ⇒ (3) + (6) = 9 Success, I move. Take free explore.

Oubliette 1: Fox. Survival 5: 1d8 + 6 ⇒ (5) + 6 = 11 Automatic success, acquired. Recharge Bat to explore again.

Oubliette 2: Vicious Scythe. Choose Strength, then use character power to recharge Aspect of the Frog to add my Survival. Strength 11: 1d6 + 1d8 + 6 ⇒ (4) + (6) + 6 = 16 Success, acquired. Given the hour I don't want to make Zadim dazed in case I fail my check against Wailing Maidens, so I will use my character power to discard Vicious Scythe to move after my encounter to Dungeons.

End turn, examining the top card of my location: Flask of Curses. Encounter it.

Dungeons 1: Flask of Curses. Choose Wisdom, recharge Fox to add 1d4. Wisdom 8: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (3) = 8 Phew, just passed. Examine the top card of each location due to defeating a barrier, Torag's Power (Blessing 1) is now on top of Dungeon. I then trigger Wailing Maidens.

Wailing Maidens Trigger: Choose Fortitude, recharge Stone Weasel for character power to add my Survival. Fortitude 8: 1d8 + 1 + 1d8 + 6 ⇒ (2) + 1 + (5) + 6 = 14 Automatic success. Top card levels: 1/3/2/4/3. They're all different, so attempt to close by summoning and defeating the danger (Rakshasa).

Rakshasa: Before acting, Varian 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. For my BA check, it'll just be straight Dex, recharge Aspect of the Hawk to my character power to add my Survival. Dexterity 6: 1d8 + 1d8 + 6 ⇒ (7) + (1) + 6 = 14 Reroll the 7 due to not being blessed. Dexterity 6: 1d8 + 1 + 6 ⇒ (5) + 1 + 6 = 12 Still an automatic success. Difficulty is increased by 2 per location power. Reveal Stone Axe +1 and use Survival, and additionally discard to add another 2d6. Discard (non-Harrow) The Joke to bless. Combat 16+2=18: 2d8 + 6 + 3d6 ⇒ (2, 4) + 6 + (5, 5, 5) = 27 Check was blessed so no reroll needed. Dungeons is closed. Varian may draw a card and then needs to move. I'll draw Cloud Puff, then move to Repository, then finally reset my hand to 8 cards (normally 7 but reveal Cloud Puff to ignore it for hand size).

While Zova wanders around the twisting passages aimlessly trying to get a sense of direction, her sedja thankfully seems to recall the way back. She follows it and thanks it profusely when she finds herself in what appears to be a prison of some sort, finding Zadim there as well. It seems the sedja was drawn to the scent of a fox, and Zova quickly befriends it as well before picking up a vicious-looking scythe from the ground inside of one of the cells. A chorus of ghostly screams seems to be picking up in intensity, so Zova quickly runs off knowing that Zadim is better equipped to deal with whatever it is compared to her.

She finds herself in another set of dungeons, where Varian is examining a foreboding flask. Thinking about what it might be, Zova sends her new vulpine friend to deposit it through a small crack in the dungeon wall, making its cursed contents unable to affect anyone. Removing the flask seems to have drawn the attention of one of the rakshasa patrolling the area, and Zova deftly dodges its lightning attack while landing a solid thunk with her stone axe, crumpling the monster to the ground. With the dungeons cleared and both Vencarlo and Vimanda nowhere to be found, Zova continues onwards with her search.

Zova wrote:

Hand: Amulet of Mighty Fists, Cloud Puff, Snapping Flytrap, Angelstep, Balmberry, Raven, Reed Moccasin, Fire Gecko,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Current Location: Repository
Hero Points: 0
CCT-3D Playmat: available
CCT-3D Reroll: available
NOTES:
Available Support: (Use anything marked ""feel free to use"" without asking about it first)
Feel free to use:
- Cloud Puff: Ignore a bane's BA/AA if local to Zova
- Angelstep: Heal 1d4+1 cards 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): 0
Recharged: Blessing of Ketephys, The Worldbreaker, Sedja, Bat, Aspect of the Frog, Fox, Stone Weasel, Aspect of the Hawk,
Discard Pile: Sarenrae's Light, The Joke, Erutaki Coat, Vicious Scythe, Stone Axe +1, The Joke (2),
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: Discard The Dance
Notes for Varian: Dex/Acro 6 or suffer 1d4-1 Elec (reroll highest die if not blessed), then may draw a card, then has to move

Varian - Dungeons BANISHED
Zadim - Oubliette 3-9 remain // 3=Wailing Maidens (Barrier 3), 9=Symbol of Fear (recharged)
Twisting Passages 2-11 remain // 2=Belt of Physical Prowess (Item 2), 3=Horn of Blasting (Item 2)
Zova - Repository 1-9 remain // 1=Friendly Game of Sredna (Barrier 4), 2=Sivit (Monster 3),

Amiri - Lair A, 1-9 remain // A=Wounding Spear-axe from Dungeons (Weapon 3), 1=Red Mantis Initiate (Monster 2)


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

Off turn, reveal Sage's Journal
Acrobatics 6: 1d8 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12
Forced Reroll
Acrobatics 6: 1d8 + 1 + 1d4 ⇒ (6) + 1 + (3) = 10 Escaped. No Damage.
Move to Lair

Hour of The Forge

Start of turn, examine Wounding Spear-axe then move it to Oubliette
Riffle Scrolls: Draw Radovan (Core), Soothing Word, Zellara's Harrow Deck. Recharge Codex, Sage's Journal, Life Drain


Banish Zellara's Harrow Deck to recovery to examine Lair:
Lair Card 1: Red Mantis Initiate
Lair Card 2: Vimanda
Lair Card 3: Landshark Trigger!
Encounter Landshark
Display Chain Lightning. The Forge

Combat 21: 1d12 + 5 + 3d6 + 1 ⇒ (12) + 5 + (5, 2, 1) + 1 = 26 Banished! Keep 1 and 2 in the same order

Banish Soothing Word to Recovery to heal Fate-reader Lenses


Move to Repository
Free explore and encounter Friendly Game of Sredna
Display and Reload Radovan. The Forge. Harrow

Strength Knowledge 7: 1d12 + 5 + 3 + 1 + 1d4 ⇒ (12) + 5 + 3 + 1 + (1) = 22 Maximum win! That is in fact 2 Respect Points! Remove it from the game!
Examine Lair: Red Mantis Initiate (2), Oubliette: Wounding Spear-axe (3), Twisting Passages: Belt of Physical Prowess (2), Repository: Sivit (3) Trigger!
Recharge Hand, then reset. Then Bury Hungering Staff
All different level, attempt to close. Summon Harrowstrike. No Problem. Harrow
Arcane 7: 1d12 + 5 + 1d4 ⇒ (8) + 5 + (3) = 16 Acquired and Closed! Sivit is locked away for good after Radovan bests her in a game. Move to Oubliette. I imagine Zova moves to Twisting Passages
Display Radovan
Banish Bound Imp to Recovery to draw: Clairvoyance and The Foreign Trader
Chain Lightning goes to Recovery and it and Soothing Word automatically discard.
Varian ends his turn.

Varian attempts to recover all cards in his Recovery pile.
Bound Imp : Arcane 8 (Harrow): 1d12 + 5 + 1d4 ⇒ (12) + 5 + (4) = 21 -> Bound Imp recharged .
Zellara's Harrow Deck: Perception 12. Hour is Harrow. Reveal Fate-reader Lenses. The Forge: 1d6 + 1d4 + 1d10 + 1 ⇒ (2) + (2) + (7) + 1 = 12 -> Zellara's Harrow Deck recharged .
Before reset, recharge Soothing Word
Varian resets his hand.

Zova triggered another passage closure and it deposited him not in some trapped corridor, but in a chamber that bore all the signs of habitation.

Varian let his trained eye catalogue what lay before him. Three presences: an assassin, coiled and patient. A rakshasa—Vimanda herself! And something else, shifting beneath the stone floor itself.

The landshark erupted from the flagstones with a spray of dust and cracked tile. Varian had a moment to register rows of teeth and armored hide before he called lightning from the air itself. Arcs of white-hot energy tore through the beast. It convulsed, smoking, and collapsed into ash that sifted back into the earth.

He retrieved a scroll of mending—its soothing incantation enough to repair his scrying lenses—and moved on. It's not Vimanda's time just yet.

He returned to Savit's quarters to find a table set for a game of wits and strategy, all counters and calculated risk. The darksphinx's favprite, no doubt. A test, or a taunt.

Varian smiled thinly and gestured Radovan forward. "Your table, I believe."

Radovan cracked his knuckles and sat across from the brooding sphinx. What followed was not magic, but something equally effective: brute charm and the kind of low cunning that no academy taught. The game ended in minutes. Radovan leaned back, grinning. "She's not going to like that."

"She doesn't need to," Varian murmured. He could feel the sphinx's attention shift, her focus narrowing. The Repository's wards began to glow as he inscribed the final seal, locking the chamber—and its mistress—away from this section of the maze entirely.

He straightened, brushing dust from his coat, and sent his imp to retrieve another scroll. The game was not yet won, but the board had shifted in his favor.

Varian wrote:

Hand: The Foreign Trader, Fate-reader Lenses, The Midwife, Harrowstrike, Stunning Barrier, Life Drain, Clairvoyance,

Displayed: Radovan (Core),
Deck: 11 Discard: 1 Buried: 2
Current Location: Oubliette
Hero Points: 3
NOTES:
Available Support: Blessings available but I want to keep The Foreign Trader to guard.

Fate-reader Lenses and Clairvoyance: Examine and arrange the top 3 of any location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shield Cloak, Codex, Sage's Journal, Salvator Scream, The Snakebite
Recharged: Enervation, Fly, Grave Tender, Bound Imp , Zellara's Harrow Deck, Soothing Word,
Discard Pile: Chain Lightning,
Buried Pile: Asmodeus's Tyranny, Hungering Staff,

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: Discard The Dance
Random Card(s) Used: Spell 1
Additional Info 1: Friendly Game of Sredna removed from the game and 2 Respect Points Earned

Zadim, Varian - Oubliette A, 3-9 remain // A=Wounding Spear-axe (Weapon 3) from Dungeon, 3=Wailing Maidens (Barrier 3), 9=Symbol of Fear (recharged)
Zova - Twisting Passages 2-11 remain // 2=Belt of Physical Prowess (Item 2), 3=Horn of Blasting (Item 2)
Repository BANISHED 1-9 remain

Amiri - Lair 1-9 remain // 1=Red Mantis Initiate (Monster 2)


Deck Handler // Tier 3.3 // 0 Hero Points // Looking for: Armor 3, Ally 3, Weapon 3

Off-turn: move to Twisting Passages as Repository is closed. In case someone decides to fight Vimanda, here's my check to guard the location. Although we may want to instead focus on farming at least some of the good boons on top given we have a ton of turns remaining and the scenario gives us tons of free examines.

Guard Twisting Passages (If Needed):
Survival 5+3=8: 1d8 + 6 ⇒ (3) + 6 = 9 Success, guarded.


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 and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.

When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

To win, defeat and corner Vimanda.

Additional Rules:  
Wildcards

Harrow of Keys: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
Wearisome: Each turn, you may use no more than 1 power that lets you explore.
Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6.

Full text for Harrows 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 Joke
Varian: The Snakebite
Zadim: The Rakshasa
Hakon: The Inquisitor

Story Banes

Danger: Rakshasa
Villain: None
Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barrier

Danger:

Rakshasa:

Story Bane
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 Level (#): 4

Turn: 8, Zadim/Maelwys

Random Cards:

Monsters
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:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.

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

Spoiler:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.

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

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

Spoiler:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

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

Spoiler:
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.

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

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

Spoiler:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

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.

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

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


Spoiler:
Sonic Blast
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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


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

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

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

Spoiler:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

Items
Spoiler:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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

Spoiler:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

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

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

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

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

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


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

Spoiler:
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.

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:
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:
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

Hour Power: The difficulty of your non-combat check against a bane is increased by 3.

Current Hour:

The Cyclone:
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 1 Amiri/Hawkmoon
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.
Hourglass Card 2 Zova/skizzerz:
Spoiler:
Hourglass Card 2 Zova/skizzerz
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 3 Varian/NathanDavis:
Spoiler:
Hourglass Card 3 Varian/NathanDavis
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 4 Zadim/Maelwys:
Spoiler:
Hourglass Card 4 Zadim/Maelwys
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 5 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 5 Amiri/Hawkmoon
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 6 Zova/skizzerz:
Spoiler:
Hourglass Card 6 Zova/skizzerz
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.
Hourglass Card 7 Varian/NathanDavis:
Spoiler:
Hourglass Card 7 Varian/NathanDavis
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 8 Zadim/Maelwys:
Spoiler:
Hourglass Card 8 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 9 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 9 Amiri/Hawkmoon
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 10 Zova/skizzerz:
Spoiler:
Hourglass Card 10 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 11 Varian/NathanDavis:
Spoiler:
Hourglass Card 11 Varian/NathanDavis
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 12 Zadim/Maelwys:
Spoiler:
Hourglass Card 12 Zadim/Maelwys
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 13 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 13 Amiri/Hawkmoon
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 14 Zova/skizzerz:
Spoiler:
Hourglass Card 14 Zova/skizzerz
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 15 Varian/NathanDavis:
Spoiler:
Hourglass Card 15 Varian/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 16 Zadim/Maelwys:
Spoiler:
Hourglass Card 16 Zadim/Maelwys
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 17 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 17 Amiri/Hawkmoon
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 18 Zova/skizzerz:
Spoiler:
Hourglass Card 18 Zova/skizzerz
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 19 Varian/NathanDavis:
Spoiler:
Hourglass Card 19 Varian/NathanDavis
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 20 Zadim/Maelwys:
Spoiler:
Hourglass Card 20 Zadim/Maelwys
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 21 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 21 Amiri/Hawkmoon
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

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

The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Scenario Deck Card 3 (The Rakshasa):

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

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.

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

Oubliette Card 1 (Wounding Spear-axe):
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 2:
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.
Oubliette 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.
Oubliette Card 4:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Oubliette Card 5:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Oubliette Card 6:
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.
Oubliette Card 7 (Symbol of Fear):
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zova/skizzerz, None
Twisting Passages Card 1 (Belt of Physical Prowess):
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Twisting Passages Card 2 (Horn of Blasting):
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.
Twisting Passages Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Twisting Passages Card 4:
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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+#.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Senshiir
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
Immune to Poison. Resistant to Acid, Attack, and Electricity.
Before acting, suffer 1d6 Combat damage.
Twisting Passages Card 10:
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.

Location #6: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amiri/Hawkmoon, None
Lair Card 1 (Red Mantis Initiate):
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Lair Card 2 (Vimanda):
Vimanda
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 17
THEN Combat 13
OR Charisma
Diplomacy 8
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
Lair Card 3:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Lair Card 4:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Lair Card 5:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Lair Card 6:
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.
Lair Card 7:
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.

Lair Card 8:
Flaming Shortbow
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.


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

Guard the Oubliette:

Discard The Foreign Trader
Constitution 5+3: 2d4 + 1d12 ⇒ (3, 2) + (12) = 17 Guarded


Off-turn: Discard The Dance

Turn 8, under the Harrow of The Cyclone
The difficulty of your non-combat check against a bane is increased by 3.
Examine Oubliette #1 - Wounding Spear-axe, reload into Twisting Passages.

Urged on by his allies, Zadim heads to the villian's lair to confront them head on.

Move to Lair.
Varian casts Clairvoyance to examine the top three cards of the Lair (Red Mantis Initiate, Vimanda, Elven Curve Blade) and sends Vimanda to the top. Display Bloodroot Poison.
Free Exploration - Lair #2: Vimanda
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
Frightened: 1d4 - 1 ⇒ (1) - 1 = 0 - Discard 0 cards.

Although he's scared of the creature, he spots his new friend Amiri is already there waiting for him, and manages to steady himself.

Boss fight, Zova guards the Twisting Passages - Success
Varian guards the Obliette - Success
Harrow of Books: 1d6 ⇒ 4
Reveal Humanbane Rapier for combat. Vulnerable to Piercing. Reload Bloodroot Poison to add 1d8+Poison. Recharge Shuriken+1 to add Stealth. Recharge Blessing of Wadjet to add Intelligence. Recharge Blessing of Urgathoa to bless.
Check to Defeat - Combat 17+4=21: 2d8 + 4 + 1d6 + 1 + 4 + 1d8 + 1d8 + 4 + 1d8 + 1 ⇒ (1, 5) + 4 + (4) + 1 + 4 + (7) + (4) + 4 + (2) + 1 = 37 - Success

Throwing everything he's got into the fight, Zadim strikes a solid blow, weakening the creature. Then he falls back slightly to catch his breath and let Amiri push their advantage, and hopefully strike the final blow...

Hand off to Amiri to take the second check. Recharge my Rapier for +1d8+4 to your local combat check


Deck Handler

Harrow of Books: 1d6 ⇒ 2
Frost Giant's Sword +1, Bone Spikes, Rage, Zadim's Rapier,
Combat 13+2+2=17: 1d12 + 4 + 1d10 + 1 + 2d6 + 2 + 1d8 + 2 + 1d8 + 4 ⇒ (3) + 4 + (7) + 1 + (3, 3) + 2 + (2) + 2 + (4) + 4 = 35
After the roll, Vimanda
Combat 17: 1d10 + 22 ⇒ (2) + 22 = 24
Success
Defeated

We win.

Amiri slashes with all her rage, striking down the creature. She looks at Zadim, and smiles as she simply grunts.


 
 
 
 
 
3D: Development

The rakshasa siblings Bahor and Vimanda — known as the merchants Glorio and Meliya Arkona — will trouble Korvosa no more. Deep in their labyrinths, you free Vencarlo Orisini and Seneschal Neolandus Kalepopolis. Vencarlo seems impressed—perhaps even relieved—to see someone else bear the mantle of Blackjack.

“A fine tradition is passed on,” he says. “But we have other things to fret about! Tell Neolandus of what has transpired!”

You describe the queen’s declaration of martial law, her survival of an assassination attempt, and her possible link to the blood veil.

“We must leave,” says the seneschal.

Reward

Each character gets a hero point. Rally the supporter Neolandus Kalepopolis.

Adventure Reward

The party gains a supporter feat.

Acquired Cards

Naval Hero (Ally 2)
Fox (Ally 1)
The Dance (Blessing 1)
Clairvoyance (Spell 3)
Keen Starknife (Weapon 2)
Vicious Scythe (Weapon 2)


 

 
 
 

4A: Red Moon

“You have done my people a great favor by returning the body of my grandson, and by killing the necromancer who defiled his remains,” says Thousand Bones in the glimmer of the Bone Council fire. “I sense you’ve come to me to ask something in return.”

You have come to the Shoanti homelands at the urging of Castle Korvosa’s seneschal, Neolandus Kalepopolis. The seneschal gave you scrolls that allow you to return to Korvosa briefly while exploring these barbarian lands. “The queen is a madwoman,” he said before he and Vencarlo took refuge. “Bahor let slip that Ileosa’s power comes from her crown, crafted of the teeth of a dragon. We must learn more of this relic.”

Here in the Cinderlands, the Shoanti protect relics. At your mention of the crown, Thousand Bones nods.

“Our tribe, the Skoan-Quah, is but one of three in the Cinderlands. We are shunned by the Lyrune-Quah and the Sklar-Quah for our willingness to mix with your kind. My words do not reach their ears when I warn them of Queen Ileosa and her rise in power. They hear tales of the city in flames, of its king dead, of disease ravaging its people, and they see this as a just punishment for a hated enemy. They are blind to the greater threat to us all.”

To complete your mission, he explains, you must gain the respect of all three tribes. His Skoan-Quah tribe—the Clan of the Skull— will assist you if you recreate the legendary deeds of Shoanti warriors past. The Sklar- Quah—the Clan of the Sun—will help if they hear of your deeds, but not from Thousand Bones’s tribesmen. Instead, you will need the words of a truthspeaker that the Sklar-Quah respect. Only the Lyrune-Quah—the Clan of the Moon—can provide such a truthspeaker, a man named Akram.

Thousand Bones has a disturbing vision of the House of the Moon, a sacred site of the Lyrune-Quah. Its Moon Maidens are scattered, and Akram is nowhere to be found. But inside the shrine is a rampaging beast called a red reaver. It is attracted to beauty, and there is little more beautiful on these plains than the ancient temple of Desna. If you rally the Moon Maiden warriors to your side and chase away this beast, the respect of the Lyrune-Quah will be yours.

Villain: None

Henchmen: None

Danger: Each time you encounter the danger, randomly choose a new Critter story bane.

Setup: When preparing the story banes, display the Loot ally Lyrune-Quah Moon Maiden and shuffle 1 Proxy A for it into each location. Shuffle the villain Red Reaver into the Shrine.
When creating the hourglass, for every 5 cards in it, replace 1 blessing with 1 Proxy B.

During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.

When you succeed at a check to defeat by 20 or more, gain 1 respect point (use markers to track these until the end of the adventure).

When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.

When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested.

You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

Wildcards

1d18 ⇒ 8 Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
1d18 ⇒ 1 Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
1d18 ⇒ 7 Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.

Harrows

Zova: The Beating
Varian: The Cyclone
Zadim: The Forge
Amiri: The Bear


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 Hammers. Add 1d4 to Strength non-combat checks. When you play your harrow, you may draw a weapon or an armor from your discards.

Respect points: 2

During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.

When you succeed at a check to defeat by 20 or more, gain 1 respect point (use markers to track these until the end of the adventure).

When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.

When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested.

You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

Additional Rules:  
Wildcards

Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.
Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.

Full text for Harrows in the Scenario deck

Harrows

The Harrow suit is Hammers. Add 1d4 to Strength non-combat checks. When you play your harrow, you may draw a weapon or an armor from your discards.

Zova: The Beating
Varian: The Cyclone
Zadim: The Forge
Amiri: The Bear

Story Banes

Danger: Each time you encounter new Critter story bane. Roll a d6 and summon:

(1) Jigsaw Shark:

Story Bane
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 11
Cannot be evaded.

(2) Monstrous Spider:

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

(3) Chittersnap:

Story Bane
Type: Monster
Traits: Aberration
To Defeat: Combat 12
Before acting, a random local character summons and encounters a barrier. After acting, suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.

(4) Wererat:

Story Bane
Type: Monster
Traits: Lycanthrope
To Defeat: Combat 11 OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3. If undefeated, suffer the scourges Plagued and Wounded.

(5) Boggard Champion:

Story Bane
Type: Monster
Traits: Aquatic Barbarian Boggard Veteran
To Defeat: Combat 11+##
If you are at an Aquatic location, the difficulty to defeat is increased by 1d12. If undefeated, bury a random card from your discards and suffer the scourge Frightened.

(6) Girrigz:

Story Bane
Type: Monster
Traits: Lycanthrope
To Defeat: Combat 15
If the hour's level is 0, the difficulty to defeat is increased by 3. Before acting, succeed at a Fortitude, Perception, or Stealth 5 check or suffer 1d4 Combat damage. After acting, suffer the scourges Plagued and Wounded.

Villain: None
Henchmen: None

Full text for Proxies in the Scenario deck

Proxies
Proxy A—Lyrune-quah Moon Maiden
Proxy B—Collapse

Scenario Level (#): 4

Turn: 0, Amiri/Hawkmoon

Random Cards:

Monsters
Spoiler:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.

Spoiler:
Dybbuk
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.

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

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

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

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

Spoiler:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

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

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

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

Weapons
Spoiler:
Verminbane Warhammer
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

Spoiler:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

Spoiler:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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

Spoiler:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Spoiler:
Mistform
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


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

Spoiler:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

Spoiler:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

Items
Spoiler:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

Spoiler:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

Spoiler:
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.

Spoiler:
Wand of Restorative Touch
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

Allies
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.

Spoiler:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

Spoiler:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

Spoiler:
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.

Spoiler:
Nightspear
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

Blessings
Spoiler:
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

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

Spoiler:
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

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

Spoiler:
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: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/skizzerz:
Spoiler:
Hourglass Card 1 Zova/skizzerz
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Hourglass Card 2 Varian/NathanDavis:
Spoiler:
Hourglass Card 2 Varian/NathanDavis
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 3 Zadim/Maelwys:
Spoiler:
Hourglass Card 3 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 4 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 4 Amiri/Hawkmoon
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 Zova/skizzerz:
Spoiler:
Hourglass Card 5 Zova/skizzerz
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.
Hourglass Card 6 Varian/NathanDavis:
Spoiler:
Hourglass Card 6 Varian/NathanDavis
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 7 Zadim/Maelwys:
Spoiler:
Hourglass Card 7 Zadim/Maelwys
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hourglass Card 8 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 8 Amiri/Hawkmoon
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.
Hourglass Card 9 Zova/skizzerz:
Spoiler:
Hourglass Card 9 Zova/skizzerz
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 10 Varian/NathanDavis:
Spoiler:
Hourglass Card 10 Varian/NathanDavis
Henchman Proxy B6
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.
Hourglass Card 11 Zadim/Maelwys:
Spoiler:
Hourglass Card 11 Zadim/Maelwys
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.
Hourglass Card 12 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 12 Amiri/Hawkmoon
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 13 Zova/skizzerz:
Spoiler:
Hourglass Card 13 Zova/skizzerz
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Hourglass Card 14 Varian/NathanDavis:
Spoiler:
Hourglass Card 14 Varian/NathanDavis
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 15 Zadim/Maelwys:
Spoiler:
Hourglass Card 15 Zadim/Maelwys
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 16 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 16 Amiri/Hawkmoon
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 17 Zova/skizzerz:
Spoiler:
Hourglass Card 17 Zova/skizzerz
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 18 Varian/NathanDavis:
Spoiler:
Hourglass Card 18 Varian/NathanDavis
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.
Hourglass Card 19 Zadim/Maelwys:
Spoiler:
Hourglass Card 19 Zadim/Maelwys
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 20 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 20 Amiri/Hawkmoon
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 21 Zova/skizzerz:
Spoiler:
Hourglass Card 21 Zova/skizzerz
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.
Hourglass Card 22 Varian/NathanDavis:
Spoiler:
Hourglass Card 22 Varian/NathanDavis
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.
Hourglass Card 23 Zadim/Maelwys:
Spoiler:
Hourglass Card 23 Zadim/Maelwys
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 24 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 24 Amiri/Hawkmoon
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 25 Zova/skizzerz:
Spoiler:
Hourglass Card 25 Zova/skizzerz
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 26 Varian/NathanDavis:
Spoiler:
Hourglass Card 26 Varian/NathanDavis
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 27 Zadim/Maelwys:
Spoiler:
Hourglass Card 27 Zadim/Maelwys
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 28 Amiri/Hawkmoon:
Spoiler:
Hourglass Card 28 Amiri/Hawkmoon
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 29 Zova/skizzerz:
Spoiler:
Hourglass Card 29 Zova/skizzerz
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 30 Varian/NathanDavis:
Spoiler:
Hourglass Card 30 Varian/NathanDavis
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 Hench/Vill: 1
Scenario Deck Card 1:

Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Scenario Deck Card 2:

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

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: Amiri/Hawkmoon, Zova/skizzerz, Varian/NathanDavis, Zadim/Maelwys, None

Location #1: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None

Location #4: Dunes
Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #5: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None


Deck Handler

Start at River

Amiri wrote:

HAND: Giantbane Greataxe, Improvised Greatclub, Staff of Minor Healing, Abadar's Law, Blessing of Torag, The Bear

DISPLAYED:
Deck: 14 | Discards: 0 | Bury Pile: 0
Current Location: Oubliette
Hero Points: 1
Accessory Reroll Status: 4A
NOTES:
Use anything I have that you think helps.
LOCATION PREFERENCE: River, Repository, Reading Room, Dunes, Shrine, Base

DECK, DISCARDS, AND BURIED:

SKILLS AND POWERS:
SKILLS
STRENGTH: d12 ☒+1 ☒+2 ☐+3 ☐+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
CONSTITUTION: d8 ☒+1 ☐+2 ☐+3 ☐+4
  FORTITUDE: CONSTITUTION+1
INTELLIGENCE: d6 ☐+1 ☐+2
WISDOM: d6 ☐+1 ☐+2
  SURVIVAL: WISDOM+2
CHARISMA: d4 ☐+1
 
POWERS
HAND SIZE 4 ☒5 ☐6
PROFICIENCIES Weapon | ☐ Armor
On your Strength check or your check against a monster (☐ or a barrier), you may bury a card from your hand (☒ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card) (☐ and you may heal a weapon).
At the end of your turn, you may move; any local characters may move with you.

☐ On your (☐ or another local character's) Melee combat check, you may reload a weapon to add its level.

☒ When a card would be discarded to bless your combat check, it may be recharged instead.

☐ When you suffer damage from a bane (☐ before or) after acting, you may recharge a weapon to reduce the damage to 0.

 
FAVORED CARD TYPE: Melee Weapon


Amiri wanders down to the River, finding comfort in the momentary quietness it offers.

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