[Outpost III][PACS] A Night at Bloodthorne Manor by BR Mhuirich Gameplay (Inactive)

Game Master Mhuirich

Turn Order
1 - Radovan/Shnik
2 - Grazzle/Grimsnik
3 - Zetha/Chthonicthul
4 - Valeros/Kulko


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Prologue

Her breath caught in her throat. Her palms slipped, too sweaty to grasp the door handle glimmering in the setting sun. For a moment, she hesitated... but the snickering of her companions spurred her. She wiped her hand on her shirt, straightened her shoulders, and barged into the abandoned manor.

Her sister and friends had teased her about being afraid to open the door. She let the door swing nearly closed. Utterly silent, she waited, listening to them whisper outside.

“Mally?” her sister called, tentatively. ”Are you okay in there?"

Mally stifled a giggle and held perfectly still.

The door squeaked again. Henda, her older sister, peeked inside. Her face pinched with worry, Henda was blinded by the setting sun. As she turned to speak to the others, Mally took her chance, leaping forward with a blood-curdling shriek.

Henda's scream hurt Mally’s ears. She collapsed in a fit of giggles as Henda clung to her friend Tilso.

“Are you okay?" The dwarven boy's voice wavered a little. He shot concerned glances at the dark depths of the house.

Swaggering from her success, Mally poked around the room’s sparse furniture. To her untrained eye, everything seemed of excellent quality, though a thick layer of dust covered every surface.

“Scaredy cats!" Mally announced. “Nothing in here but mice."

Henda stomped her foot. “It‘s not funny! You’d have screamed, too." She shoved Mally, maybe a little harder than she intended. “I’ll bet you can’t spend a whole night in there."

“Well, I bet you can't, either!" Mally yelled.

Halurian looked interested for the first time. “I dare everyone to spend a whole night in the house!" the half-elf said. ”I’ll bet none of you can."

Tilso went white and started to protest. The others overrode him.

They all ventured into the house. Tilso stayed close to Halurian, his stout frame sticking out to either side of Halurian’s gangly form. Halurian surveyed the surroundings with interest, seeking a way to scare the other children.

Halurian shoved their foot under a hat stand. Something small and furry shot out, running across Tilso’s foot. He jumped back, bumping into the door, which crashed closed. Tilso’s scream wasn’t quite as deafening as Henda’s, but it sent the mouse fleeing into the darkness.

“It's a good thing no ones here," Halurian scoffed. “You lot could raise the dead with your ruckus."

Mally sniffed and stomped down the hallway. “It’s just us! Everyone just makes up those stories to keep kids from having fun. Nothing bad is going to happen."

A distant wail sounded from within the house.

“Wait, I thought I heard something!” Tilso exclaimed. They all stopped, clumping together, and listened intently. Mally snapped at Tilso, trying to reassure herself, “Hey, cut it out! I told you there’s nothing here but mice." Determined to prove her bravery, she ran to the nearest door and threw it open. It was an old dining hall, its table set with porcelain and silver. As she stepped inside, the table’s candles flickered to life, burning with golden light.

A NIGHT AT BLOODTHORNE MANOR


 

Scenario A: A Ghostly Welcome

Quote:

Mally stared at the golden candlelight. The flickering extended, touching Mally's hand, before resolving itself into the misty shape of a young boy.

”I—I’m Mally," she said, her voice as brave as she could make it. ”I'm sorry we disturbed you."

The glowing form smiled and nodded.

Mally turned to her friends. “I think we're—where’s Tilso?"

From the tales you heard of Tregan, a town straddling Taldor's border with revolutionary Galt, you expected it to be a place of adventure and intrigue, a wellspring of inspiration for your latest tales. The reality has proven far more mundane. Even here, in a bustling tavern where the ale flows freely, the conversation has been disappointingly ordinary. The tavern doors slam open, jolting you out of your thoughts.

A young dwarf barges into the room and drops to his knees, his breath coming in gasps.

“We—we went to the haunted manor," he explains, coughing. ”They wanted to spend the night. Show everyone it was just a bunch of stupid stories."

An elder dwarf picks up a stool, setting it behind the boy and helping him onto the seat. “Breathe, son. What happened? Who is ‘we'?"

The boy sputters, “Everyone’s still in the manor. The ghosts got them. I was the only one who got out!"

A nervous elf wearing an oversized shawl asks, “Was Halurian there? Oooh, my child’s always finding trouble. Please tell me you didn’t drag them into this."

The dwarf warns, “Tilso, you better not be pulling my leg. Tell everyone what happened."

”Uncle Rogrin! It was Mally’s idea! Me and Mally and Henda and Halurian went up to Bloodthorne Manor. We were gonna spend the night and come back tomorrow after the sun came up. But then there was a scream and ghosts appeared and I ran and when I looked back no one was following me and they're all trapped in that house!"

Rogrin sighs, “Or they aren’t as quick to spook as you when an old floorboard creaks or the wind howls. I’ll go get ’em and bring 'em home." Several others in the room stand and join Rogrin, including the woman in the oversized shawl.

Tilso cries, “No! It’s not safe! The ghosts will get you too!"

Finally, some excitement. You clear your throat and offer your assistance. If the place really is haunted, this wouldn’t be your first time tangling with ghosts.

Rogrin looks you up and down and then nods. “All right, you can come with us. Hear that, Tilso? We got some ghost hunters with us. Now go home." Tilso thanks you before scampering off.

You and the others take a short walk under a clear night sky. Soon, you reach a dilapidated manor. Rogrin throws open the door. Halurian’s mother calls out, ”Halurian, are you in there? Come down here this instant!" In response, the floorboards creak. An eerie blue light fills the entryway, gathering into a chorus of wailing spectres.

Looks like this place is haunted after all!

Story Banes

Danger: The monster Ghost
Villain: None
Henchmen (Closing):The monster Ghost—Proxy A

Ghost:

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

Setup

Before building the locations, set aside the monster Ghost.

After preparing the story banes, reload a Proxy B into each location.

During This Adventure:

The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

Valeros: 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.

Grazzle: 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.

Radovan: 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.

Zetha: The Mute Hag:

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

During This Scenario

When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

On your check, you may recharge # cards to add 1d4 and the Magic trait.


During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

On your check, you may recharge # cards to add 1d4 and the Magic trait.

Additional Rules:
Story Banes
Danger: The monster Ghost
Villain: None
Henchmen (Closing):The monster Ghost—Proxy A

Ghost:

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

Harrows

Valeros: 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.

Grazzle: 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.

Radovan: 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.

Zetha: The Mute Hag:

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

Scenario Level (#): 1

Turn: 0

Random Cards:

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

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

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

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

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

Spoiler:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.

Spoiler:
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.

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

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

Spoiler:
Heavy Crossbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
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.

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

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


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

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

Spoiler:
Invisibility
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

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

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

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

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

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

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

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

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

Spoiler:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.

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

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


Allies
Spoiler:
Horse
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.

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

Spoiler:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

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

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

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

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

Spoiler:
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:

Location #1: 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 ?: 2
Located/Displayed Here: None

Location #2: 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 ?: 2
Located/Displayed Here: None

Location #3: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

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


Deckhandler

Haunted? Zetha's inner eye catches Ahtez, her mirror self in the 'space between', sneering at her from the glinting dark. If only these yokels knew what it was to be haunted, by yourself, during every waking moment. Zetha snorts at her mirror self and slips into the house.

Zetha starts at the Manor
She will display Ahtez at the beginning of the first turn.

Zetha wrote:

Hand: Ahtez, The Mute Hag, Blessing of the Gods 1, Detect Magic, Blessing of the Gods 3, Amulet of Life, Black Spot, Researcher,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points Available/Used: 0/0
"NOTES:
Other: Dice Re-Roll Used for 1?: N"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).


Deckhandler

Grazzle will start in the Office.

Grazzle wrote:

Hand: Sands of the Hour, Burst Bonds (core), Cure, Acolyte (core), Cure (#2), Mace(core), The Midwife,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: available; Playmat: available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Prayer, Orison, Crocodile Skin Armor, Viper Strike (core), Light Shield, Fireblade (core), Blessing of the Gods, Flame Staff (core)
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


Fighter #1

hmm this scaly guy looks like he knows how to handle ghosts. I bette make sure I stick with him, in case something happens to him.

Valeros starts at the Office.

If you want me somewhere else to start feel free to just move me there.

Valeros of Kuslik wrote:

Hand: Half-Plate, Battleaxe, Rapier, Crowbar,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use. Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Move me to an ally who wants my support when my location closes.
Otherwise move me to the manor.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Korvosan Guard , Spiked Breastplate, Horse, Sands of the Hour (2), Pig, Longsword, Thieves' Tools, Longspear, Sands of the Hour, Heavy Shield, Prayer
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.


Deck Handler

Radovan starts at the Manor.

"I know my way around places like these from my time with my employer."

Radovan wrote:

Hand: Appleslayer, Blessing of the Quartermaster 1, Red Leathers, Kukri_C, Rapier_C, The Lost_H,

Displayed:
Quang:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support:
Movement:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
"At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane, display a monster
from the box next to a displayed devil form."
"Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon."
"Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at
your location) by 1."


Fighter #1

Valeros has seen a shadow running around behind the house so he decides to check this out first.

Valeros decides to switch his starting location to the graveyard


During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

On your check, you may recharge # cards to add 1d4 and the Magic trait.

Additional Rules:
Story Banes
Danger: The monster Ghost
Villain: None
Henchmen (Closing):The monster Ghost—Proxy A

Ghost:

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

Harrows

Valeros: 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.

Grazzle: 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.

Radovan: 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.

Zetha: The Mute Hag:

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

Scenario Level (#): 1

Turn: 1, Radovan/Shnik

Random Cards:

Monsters
Spoiler:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

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.

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

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

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

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:
Rapier
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

Spoiler:
Heavy Crossbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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

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

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


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.


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

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

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

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

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

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

Spoiler:
War Drum
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.

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

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

Spoiler:
Codex
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.

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

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

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

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

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

Spoiler:
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 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.

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

Spoiler:
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

Hour Power: Your Ranged check is blessed.

Current Hour:

The Winged Serpent:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 1 Grazzle/Grimsnik
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 2 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 2 Zetha/Chthonicthul
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 3 Valeros/Kulko:
Spoiler:
Hourglass Card 3 Valeros/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Radovan/Shnik:
Spoiler:
Hourglass Card 4 Radovan/Shnik
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 5 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 5 Grazzle/Grimsnik
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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 6 Zetha/Chthonicthul
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 7 Valeros/Kulko:
Spoiler:
Hourglass Card 7 Valeros/Kulko
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 8 Radovan/Shnik:
Spoiler:
Hourglass Card 8 Radovan/Shnik
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 9 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 9 Grazzle/Grimsnik
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.
Hourglass Card 10 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 10 Zetha/Chthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 11 Valeros/Kulko:
Spoiler:
Hourglass Card 11 Valeros/Kulko
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 12 Radovan/Shnik:
Spoiler:
Hourglass Card 12 Radovan/Shnik
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 13 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 13 Grazzle/Grimsnik
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hourglass Card 14 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 14 Zetha/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Valeros/Kulko:
Spoiler:
Hourglass Card 15 Valeros/Kulko
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 16 Radovan/Shnik:
Spoiler:
Hourglass Card 16 Radovan/Shnik
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 17 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 17 Grazzle/Grimsnik
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 18 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 18 Zetha/Chthonicthul
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 19 Valeros/Kulko:
Spoiler:
Hourglass Card 19 Valeros/Kulko
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 20 Radovan/Shnik:
Spoiler:
Hourglass Card 20 Radovan/Shnik
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hourglass Card 21 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 21 Grazzle/Grimsnik
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 22 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 22 Zetha/Chthonicthul
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.
Hourglass Card 23 Valeros/Kulko:
Spoiler:
Hourglass Card 23 Valeros/Kulko
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 24 Radovan/Shnik:
Spoiler:
Hourglass Card 24 Radovan/Shnik
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 25 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 25 Grazzle/Grimsnik
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 26 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 26 Zetha/Chthonicthul
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 27 Valeros/Kulko:
Spoiler:
Hourglass Card 27 Valeros/Kulko
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 28 Radovan/Shnik:
Spoiler:
Hourglass Card 28 Radovan/Shnik
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 29 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 29 Grazzle/Grimsnik
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.

Location #1: 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 ?: 2
Located/Displayed Here: Radovan/Shnik, Zetha/Chthonicthul, None

Manor Card 1 (Henchman Proxy B5):
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.
Manor Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Manor Card 3:
Spellbook
CotCT
Item 0
Traits:
Book
Magic
To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Manor Card 4:
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.
Manor Card 5:
Spider Venom
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Manor 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.
Manor Card 7:
Frozen Touch
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.

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

Manor Card 8:
Armored Coat
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.
Manor Card 9:
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.
Manor Card 10:
Candlelight
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

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

Manor Card 11:
Porcupine
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

Location #2: 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 ?: 2
Located/Displayed Here: None
Reading Room Card 1 (Henchman Proxy B1):
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Reading Room Card 2:
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.
Reading Room Card 3:
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Reading Room Card 4:
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.
Reading Room Card 5:
Attic Whisperer
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Reading Room Card 6:
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.
Reading Room Card 7:
Card Caster
CotCT
Ally 0
Traits:
Human
Magus
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Reading Room Card 8:
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.
Reading Room Card 9:
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.
Reading Room Card 10:
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.
Reading Room Card 11:
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.

Location #3: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Valeros/Kulko, None
Graveyard Card 1 (Henchman Proxy B2):
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Graveyard Card 2:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
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.
Graveyard Card 3:
Half-plate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Graveyard Card 4:
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Graveyard Card 5:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Graveyard Card 6:
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.
Graveyard Card 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Graveyard Card 8:
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.
Graveyard Card 9:
Crocodile
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Graveyard Card 10:
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.
Graveyard Card 11:
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.

Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Library Card 1 (Henchman Proxy B3):
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.
Library Card 2:
Sage's Journal
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Library Card 3:
Guard Dog
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Library Card 4:
Sanctuary
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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

Library Card 5:
Remove Disease
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.

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

Library Card 6:
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.
Library Card 7:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Library Card 8:
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.
Library Card 9:
Token of Remembrance
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Library Card 10:
Acid Arrow
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Library Card 11:
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.

Location #5: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Grazzle/Grimsnik, None
Office Card 1 (Henchman Proxy B4):
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.
Office Card 2:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Office Card 3:
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.
Office Card 4:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Office Card 5:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Office Card 6:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Office Card 7:
Antiplague
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.

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

Office Card 8:
Pig
CotCT
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Office Card 9:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Office Card 10:
Detect Evil
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Office Card 11:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

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


Deck Handler

Turn 1, The Winged Serpent

Totally missed that Zetha was already starting at Manor. I'll take care of the ghosts at the two empty locations.

Move => Library

Explore => Henchman Proxy B3

Henchman Proxy B3 banished, encounter Ghost

Evade Ghost (with Quang), Ghost banished

Suffer Frightened scourge

"Fetch, Appleslayer! Fetch a Ghost!"

Discard Appleslayer to move to Reading Room, examine (Henchman Proxy B1), explore => Henchman Proxy B1

Henchman Proxy B1 banished, encounter Ghost

Frightened damage: 1d4 - 1 ⇒ (2) - 1 = 1 => discard Kukri_C

Evade Ghost, Ghost banished

The Ghost isn't that scary, especially when you can just sneak around it.

End turn

Radovan wrote:

Hand: The Lost_H, Blessing of the Quartermaster 1, Red Leathers, Compass 2, Rapier_C,

Displayed:
Quang:
Deck: 9 Discard: 2 Buried: 0
"Hero Points: 0 // Radovan 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:
Movement:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.


Deckhandler

The hour is of The Brass Dwarf.

Grazzle finds a ghost in the office. Divine 6+1: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12 Recharge Cure 2 for +1d4 and magic trait. Discard Sands of the Hour to examine top card of location then explore.

Grazzle glimpses the future and spots a cutpurse gang about to enter the Office. He readies himself as they barge in.
Wisdom 5: 1d10 + 1d8 ⇒ (7) + (8) = 15 Play Burst Bonds. Discard Acolyte to explore.

Grazzle notices some magical runes while searching the office. Divine 4+1: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (4) = 9 +1d4 for acolyte. Discard Midwife to explore. Heal: 1d2 ⇒ 2

He spots a snake slither away. Survival: 1d10 + 2 ⇒ (2) + 2 = 4

EOT- Grazzle Auto Succeeds at recharging spells.

Grazzle wrote:

Hand: Acolyte (core), Orison, Cure, Cure (#2), Blessing of the Gods, Mace(core),

Displayed:
Deck: 8 Discard: 2 Buried: 0
"Hero Points: 0 // Grazzle 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: Blessings are available for use.
Movement: T-Shirt Re-roll: available; Playmat: available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Light Shield, Flame Staff (core), Crocodile Skin Armor, Viper Strike (core), Prayer, Fireblade (core)
Recharged: Burst Bonds (core),
Discard Pile: Sands of the Hour, The Midwife,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Location: Office
Banish #1, #2, #3, and #4


Deckhandler

Turn 3: Zetha/The Sickness
Display Ahtez

Once inside the door to the manor, Zetha looks around with eyes accustomed to seeing the vagaries of several planes at once. Her face is illumined with the shade of some great ursic beast, a fragmented remains of her psyche drawn from another splintered realm.

Draw Cave Bear from the box as per character power.

A grim incorporeal shade awaits her in the anteroom of the manor. Insatiably hungry, her bear eidolon chases the thing away, and the room is silent. Even for Zetha, the effect is somewhat unnerving.

Explore Manor Card #1: Henchman Proxy B5
Banish Henchman Proxy B5 to encounter Ghost
Banish Cave Bear to evade Ghost as per character power.
Suffer scourge Frightened

Discard Researcher to explore Manor Card #2: Henchman Proxy A4

The phantasm returns to the room, somehow having defeated the splintered planar bear. Zetha sneers at is, and battle is joined.

Frightened damage: 1d4 - 1 ⇒ (1) - 1 = 0 Woot! No damage, which would have been doubly bad due to hour power.
Discard Black Spot to reduce difficulty to defeat by 2.
Divine 5 to defeat Ghost, recharging Detect Magic to add d4 and Magic: 1d4 + 1d4 ⇒ (1) + (2) = 3 I can do that - discarding Blessing of the Gods, which takes on the powers of the top card of the hourglass The Sickness, which allows me to discard it to reduce the difficulty to defeat by 3 after the roll. So, check beaten; Ghost banished

What commences next is an immense physic battle, although a casual observer would only spot Zetha standing rigidly, purple drops of sweat dripping from her brow. Finally, the ghost screams and flees. Zetha slumps to the floor.

Diplomacy 6 to close Manor: 1d10 + 1 ⇒ (2) + 1 = 3 Taking my shirt reroll
Shirt reroll of Diplomacy 6 to close Manor: 1d10 + 1 ⇒ (9) + 1 = 10 Location closed, and Frightened removed. Zetha moves to Office.

Reset hand and end turn.
Arcane 6 to recharge Black Spot: 1d10 + 2 ⇒ (5) + 2 = 7 Recharged.

Zetha wrote:

Hand: Blackwing Librarian, The Mute Hag, Crow, Eloquence, Blessing of the Gods 3, Amulet of Life,

Displayed: Ahtez,
Deck: 7 Discard: 3 Buried: 0
Hero Points Available/Used: 0/0
"NOTES:
Other: Dice Re-Roll Used for 1?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).


Fighter #1

The Hour is: Prayer
When this is the hour: No effect.

When Valeros turns the corner to see if the kids are out here, he is surprised by a foggy shape rushing him.

Encounter Ghost
Reveal + Reload Rapier
Reload Half Plate
Recharge Crowbar

Combat 13: 1d10 + 2 + 1d8 + 1d4 + 1d4 + 1d4 ⇒ (1) + 2 + (6) + (3) + (1) + (2) = 15 -> Tighter than I thought but successful

He barely manages to whip out his rapier from his side and scare him off, but being left badly shaken at the scene. he decides discretion is the better part of valour and ends his turn to join his friends in the house.

Recharge Battle Axe
Reset hand

Valeros of Kuslik wrote:

Hand: Rapier, Half-Plate, Thieves' Tools, The Carnival (Harrow),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0 // Valeros of Kuslik 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: Blessings are available for use. Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Please move me to the Office with the rest of the party if possible.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spiked Breastplate, Sands of the Hour, Longsword, Heavy Shield, Sands of the Hour (2), Longspear, Prayer, Korvosan Guard , Horse, Pig
Recharged: Crowbar, Battleaxe,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Upkeep
Graveyard Proxy B Banished


Deck Handler

Turn 5, Calistria's Sting
Hour: You may avenge by discarding a card.

Move to Office

"Let's see if there's a Ghost hiding under this desk..."

Explore => Wounded Wanderer

Recharge Blessing of the Quartermaster 1

Wisdom 8: 2d6 ⇒ (2, 5) = 7 => failed

Bury Red Leathers to add 2 => 9 => defeated

Summon and encounter Diplomacy Ally => Acolyte

Diplomacy 4: 1d8 + 2 ⇒ (3) + 2 = 5 => acquired

Display Acolyte next to Quang

Radovan hands his armour to the wounded acolyte hiding under the desk... in exchange for his soul! (I guess?)

End turn

Radovan wrote:

Hand: The Lost_H, Alaeron, Kama, Compass 2, Rapier_C,

Displayed:
Quang: Acolyte_B
Deck: 8 Discard: 2 Buried: 1
"Hero Points: 0 // Radovan 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:
Movement:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.


Deckhandler

The hour is of Benefaction. During this hour- no effect

SOT- Discard top two cards of deck to heal Radovan 2 cards and Zetha 2 cards. Soothing Word and Flame Staff

Grazzle then heals himself. Cure: 1d4 + 1 ⇒ (4) + 1 = 5

A ghost appears as Grazzle continues his search of the Office. Frighten damage: 1d4 - 1 ⇒ (1) - 1 = 0 Divine 6+1: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (4) = 15 Recharge Acolyte for scenario power
Charisma 5+1: 2d8 ⇒ (1, 6) = 7 Recharge Orison to bless as the hour is 0. Location is close- remove Frighten condition. WPC- not recharging any cards. Move to Graveyard.

EOT- auto recharge cure

Grazzle wrote:

Hand: Viper Strike (core), Fireblade (core), Sands of the Hour, Cure (#2), Blessing of the Gods, Mace(core),

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: available; Playmat: available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Crocodile Skin Armor, The Midwife, Light Shield, Burst Bonds (core), Flame Staff (core), Prayer
Recharged: Acolyte (core), Orison, Cure,
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


Office Closed
Grazzle moved to Graveyard
Radovan and Zetha are healed for 2.


Deck Handler

I'll also move to the Graveyard when the Office closes.

Radovan wrote:

Hand: The Lost_H, Alaeron, Kama, Compass 2, Rapier_C,

Displayed:
Quang: Acolyte_B
Deck: 10 Discard: 0 Buried: 1
Hero Points: 0
"NOTES:
Available Support:
Movement:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.


Deckhandler

Off-turn: Two cards healed (Thanks, Grazzle! Haven't run with a Grazzler in a while; the healing is decent.)
Card Healed #1: 1d3 ⇒ 3 Blessing of the Gods
Card Healed #2: 1d2 ⇒ 1 Researcher

Off-turn: Move to Graveyard[/B]

Turn 7: Zetha/Erastil's Eye
Draw Skeletal Owlbeast as per character power

Recharge Mute Hag to examine top card of Graveyard: Sczarni Thief
Heal last card in discard (Blessing of the Gods) for playing Harrow

Explore Graveyard Card #1: Sczarni Thief

Zetha leaves the Manor and follows the party around for a while, sticking ot the shadows. Finally, when at the graveyard, she notices another skulking form... it's a thief! Zetha sneaks behind whoever it is to knock them out.

Stealth 6 to defeat Sczarni Thief, which is Blessed due to Mute Hag power: 1d10 + 3 + 1d10 ⇒ (3) + 3 + (10) = 16 Defeated; banished

As the miscreant slumps to the ground, Zetha checks her pockets. Nothing worth keeping, so she rejoins the party.

Discard Blackwing Librarian to explore Graveyard Card #2: Half-plate

A perfectly good suit of armor adorns one of the statues in the graveyard. Zetha, however, is not partial to armor.

Constitution 7 to acquire Half-plate: 1d6 ⇒ 5 Failure; banished.

Discard Crow to explore Graveyard Card #3: Hell Hound

A flaming dog leaps from one of thr crypts and bears down on the party. A demon from hell! Zetha leaps aside.

Each local character suffers 1 Fire damage
Discard Amulet of Life for Fire damage
Combat 10 to defeat Hell Hound, using Stealth with the Cold trait per Ahtez power: 1d10 + 3 + 4 ⇒ (5) + 3 + 4 = 12 Defeated; yay for vulnerability

Zetha skips behind the slavering beast and slides a shiv into its heart. Foolish demon.

Reset hand and end turn, discarding Skeletal Owlbeast as free discard.
Arcane 7 to recharge Amulet of Life: 1d10 + 2 ⇒ (5) + 2 = 7 Recharged

Zetha wrote:

Hand: Create Pit, Blessing of the Gods 4, Detect Magic, Eloquence, Blessing of the Gods 3, Blessing of the Gods 1,

Displayed: Ahtez,
Deck: 8 Discard: 2 Buried: 0
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Blessings as needed. Move with party if location closes.
Other: Dice Re-Roll Used for 1?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).


Deckhandler

Discard Viper Strike for fire damage


Ranger #6

Off-Turn: Discard the Half Plate for fire damage

Turn 8 Valeros
The Hour isThe Wanderer
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.

Still shaken to the bone Valeros takes one look at his surroundings and his meager weapons. But finding all his compatriots around him he decides to be brave and take a look further down the pathway.

Lets hope its not the Henchman. 6 chances out of 7.

And of course it is.
Frightened Damage: 1d4 - 1 ⇒ (2) - 1 = 1 -> Discard Thieves Tool.

He barely makes it a few meters before the foggy shape renews its efforts to drive him off the site.

Pausing turn to discuss


Deckhandler

zombie:
combat 11+1: 2d8 + 3 + 2d4 ⇒ (2, 1) + 3 + (1, 4) = 11 promo reroll the 1 on d8: 1d8 + 10 ⇒ (4) + 10 = 14 fireblade + sands of time. Move to Reading Room if location is closed.


Fighter #1

reload Rapier and Recharge Carnival to add magic Use Blessing of the Gods from Zetha
Combat13: 2d10 + 2 + 1d8 + 1d4 ⇒ (9, 5) + 2 + (8) + (4) = 28 -> KAWOOOOOM
Valeros desperately throws his rapier at the apparition and murmurs a prayer to the goddess of luck while behind him Zetha prays too.
The ghostly shape disperses only to be replaced by a horrible Zombie fast approaching.

Valeros covers in fright, but when the Horrible minion reaches him he is forced to fight barehanded. Luckily Radovans friend Aleron burns the Zombie from behind to help him while Grimsnik prays behind.


Fighter #1

I finished the fight and rolled barely a 9 but lost the post to a backtracking error

The Zombie almost bites Valeros in the throat but with a last ditch effort he manages to throw it off and unto Grazzle.
The lizard is a bit surprised about the sudden assault, but manages to regrip his fire sword and severes the minions head.

The group cautiously scans the surroundings and finds no further activity. Zetha suggests making new plans at the Reading Room table


Fight Zombie barehanded with support from Alaeron and a BotG from Grazzle
Combat9 rolled a 9 for a minimal success.
Grazzle finished him off as per spoiler above.

Upkeep:
Graveyardclosed
USed BotG from Grazzle and whatever ressources he spend on his own roll
USed BotG from Zetha
Used Alaeron from Radovan
Recharge HalfPlate from discards as per character Powers
Reset Hand

Valeros of Kuslik wrote:

Hand: Rapier, Horse, Longsword, Korvosan Guard ,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use. Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Move me to an ally who wants my support when my location closes.
Otherwise move me to the manor.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Sands of the Hour (2), Pig, Spiked Breastplate, Longspear, Sands of the Hour, Heavy Shield
Recharged: Crowbar, Battleaxe, The Carnival (Harrow), Half-Plate,
Discard Pile: Thieves' Tools,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.


Deckhandler

Auto Recharge Fireblade

Grazzle wrote:

Hand: Cure (#2), Mace(core),

Displayed:
Deck: 12 Discard: 2 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: used; Playmat: available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Burst Bonds (core), Light Shield, The Midwife, Crocodile Skin Armor, Prayer, Flame Staff (core), Soothing Word
Recharged: Acolyte (core), Orison, Cure, Sands of the Hour, Fireblade (core),
Discard Pile: Viper Strike (core), Blessing of the Gods,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


Fighter #1

I forgot: Add Undead Monster to random location.
1- Library
2- Reading Room

1d2 ⇒ 2 - > Reading Room
Random Monster #5 is Shadow

@BR I have now seen all random monsters.


Deck Handler

Off-turn:

Radovan's demon blood can withstand a bit of hellfire.

Hellhound: Power #3 prevents damage

Discard Alaeron for Valeros

Move to Reading Room for Graveyard closing, taking Valeros and Zetha with me.

Turn 9, The Keep
Hour: When you would discard or bury an armor you play, you may recharge it instead.

Explore (11 is new monster): 1d11 ⇒ 9 => Holy Light (card 10)

Auto-fail to acquire, banished (Or if someone really wishes a shot to acquire it, I can evade and let it reshuffle in.)

End of turn

Radovan wrote:

Hand: The Lost_H, Quartermaster, Kama, Compass 2, Rapier_C,

Displayed:
Quang: Acolyte_B
Deck: 9 Discard: 1 Buried: 1
Hero Points: 0
"NOTES:
Available Support:
Movement:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.


Deckhandler

The hour is of the Snakebite

Grazzle heals his companions. Discard top two cards (prayer and flame staff) to heal Radovan 1, Valeros 1 and Zetha 2

He then heals himself. Heal: 1d4 + 1 ⇒ (2) + 1 = 3 Card not healed: 1d4 ⇒ 2 Blessing of the Gods

He then takes a rest.

EOT- Auto Rec

Grazzle wrote:

Hand: Light Shield, Crocodile Skin Armor, Viper Strike (core), Sands of the Hour, Burst Bonds (core), Mace(core),

Displayed:
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: used; Playmat: available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fireblade (core), Soothing Word, Flame Staff (core), Prayer, Cure, Orison, The Midwife, Acolyte (core)
Recharged: Cure (#2),
Discard Pile: Blessing of the Gods,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


Deckhandler

Off-turn: Discard Blessing of the Gods for Valeros check.

Off-turn: Zetha Healed by Grazzle again! Thanks. BTW, in my last turn I referenced Grazzle heals as "decent"; I had meant to write "decadent".
Healed card #1: 1d3 ⇒ 1 Blackwing Librarian
Healed card #2: 1d2 ⇒ 2 Blessing of the Gods

Turn 10: Zetha/Sarenrae's Light
At start of turn, draw Ogre for character power.

The companions ease into a large room fursnished with overstuffed chairs and lamps nestled between walls bursting with full bookshelves. The requisite floating book goes past at eye level, and Zetha looses her knife in its scabbard.

Explore Reading Room Card #1
Next Reading Room Card, with 10 as Shadow: 1d10 ⇒ 8 Mist Horn

A rack of pipes sits near one chair. One looks almost like a horn of some sort. Intrigued, the summoner examines it more closely.

Arcane 8 to acquire Mist Horn: 1d10 + 2 ⇒ (10) + 2 = 12 Acquired

It turns out that it IS some sort of sounding horn. Zetha refrains form blowing into it in the reading room, but sticks it in her belt for good measure.

Display Mist Horn at location. NOTE: When a character at this location suffers damage, reduce it by 2. This lasts till the start of my next turn

Cast Detect Magic to explore next card of location (random)
Next Reading Room Card, with 9 as Shadow: 1d9 ⇒ 9 Shadow. The card is not Magic, so location gets shuffled and I don't encounter the card

Reset hand and end turn.
Arcane 5 to recharge Detect Magic: 1d10 + 2 ⇒ (2) + 2 = 4 Failure; discarded

Zetha wrote:

Hand: Create Pit, Blessing of the Gods 4, The Mute Hag, Eloquence, Blessing of the Gods 3, Ogre,

Displayed: Ahtez,
Deck: 9 Discard: 2 Buried: 0
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Blessings as needed. Eloquence available
Other: Dice Re-Roll Used for 1?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).


Fighter #1

Reroll of Zombie Minion Fight Combat roll

Combat9: 2d10 + 1d6 + 2 ⇒ (3, 1) + (3) + 2 = 9


During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

On your check, you may recharge # cards to add 1d4 and the Magic trait.

Additional Rules:
Story Banes
Danger: The monster Ghost
Villain: None
Henchmen (Closing):The monster Ghost—Proxy A

Ghost:

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

Harrows

Valeros: 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.

Grazzle: 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.

Radovan: 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.

Zetha: The Mute Hag:

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

Scenario Level (#): 1

Turn: 12, Valeros/Kulko

Random Cards:

Monsters
Spoiler:
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.

Spoiler:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.

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

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

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

Spoiler:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.

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

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

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

Spoiler:
Heavy Crossbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Quarterstaff
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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


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

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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.

Spoiler:
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.

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

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

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

Hour Power: On your check against an Undead card, add 1d6.

Current Hour:

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

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Radovan/Shnik:
Spoiler:
Hourglass Card 1 Radovan/Shnik
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 2 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 2 Grazzle/Grimsnik
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hourglass Card 3 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 3 Zetha/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Valeros/Kulko:
Spoiler:
Hourglass Card 4 Valeros/Kulko
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 5 Radovan/Shnik:
Spoiler:
Hourglass Card 5 Radovan/Shnik
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 6 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 6 Grazzle/Grimsnik
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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 7 Zetha/Chthonicthul
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 Valeros/Kulko:
Spoiler:
Hourglass Card 8 Valeros/Kulko
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 9 Radovan/Shnik:
Spoiler:
Hourglass Card 9 Radovan/Shnik
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hourglass Card 10 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 10 Grazzle/Grimsnik
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 11 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 11 Zetha/Chthonicthul
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.
Hourglass Card 12 Valeros/Kulko:
Spoiler:
Hourglass Card 12 Valeros/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 13 Radovan/Shnik:
Spoiler:
Hourglass Card 13 Radovan/Shnik
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 14 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 14 Grazzle/Grimsnik
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 15 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 15 Zetha/Chthonicthul
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 16 Valeros/Kulko:
Spoiler:
Hourglass Card 16 Valeros/Kulko
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 17 Radovan/Shnik:
Spoiler:
Hourglass Card 17 Radovan/Shnik
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 18 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 18 Grazzle/Grimsnik
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.

Location #2: 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: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Valeros/Kulko, Grazzle/Grimsnik, Radovan/Shnik, Zetha/Chthonicthul, None

Reading Room Card 1:
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Reading Room Card 2:
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.
Reading Room Card 3:
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.
Reading Room Card 4:
Attic Whisperer
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Reading Room Card 5:
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.
Reading Room Card 6:
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.
Reading Room Card 7:
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.
Reading Room Card 8:
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.
Reading Room Card 9:
Card Caster
CotCT
Ally 0
Traits:
Human
Magus
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Library Card 1:
Sage's Journal
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Library Card 2:
Guard Dog
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Library Card 3:
Sanctuary
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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

Library Card 4:
Remove Disease
CotCT
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to remove the scourge Plagued from any number of local characters.

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

Library Card 5:
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.
Library Card 6:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Library Card 7:
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.
Library Card 8:
Token of Remembrance
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Library Card 9:
Acid Arrow
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Library Card 10:
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.


Fighter #1

Off-Turn: Heal Thieves Tool's

The Hour is Pharasma's Knowing
When this is the hour: On your check against an Undead card, add 1d6.

While the other ssit around the table and discuss parapsyhology Valeros gets bored very soon and checks the book shelves. He discovers a harrowing card stuck between the books and takes a closer look. Unfortunately its torn apart and useless. Valeros throws it away.

Encounter The Rabbit Prince
Meele5: 1d10 + 2 ⇒ (2) + 2 = 4 --> Failure What a shame.

Discard Hore to explore (Add 1d4 to first check)
Encounter Life Drain
Recharge Grazzles SotH for Blessing

Divine9: 2d6 + 1d4 ⇒ (4, 2) + (3) = 9--> Sucess

Luckily Grazzle sees this and points out to him that there is a spell on the backside.

Discard Korvosan Guard to explore
Encounter The Tangled Briar

Constitution5: 1d8 ⇒ 6 --> Success

Than his korvosan guard finds another Harrow card, this one intact.

Discard The Tangled Briar to explore
Encounter Attic Whisperer
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.

Wisdom4: 1d6 ⇒ 1 -> Dazed

But as soon as Valeros touches it, a whispering voice is heard around the room, leaving Valeros very confused.

Reload Longsword and Recharge Rapier as per character Power
Combat13: 1d10 + 2 + 1d8 + 1d4 + 1d4 ⇒ (7) + 2 + (2) + (4) + (4) = 19 --> Success

After Grazzle points out the source of the Voice, Valeros quickly decides to apply his huge problem solving skills and skewers the whispering flower pot in the corner with his longsword.

End Turn
Reset Hand

Valeros of Kuslik wrote:

Hand: Thieves' Tools, Life Drain (Aquired), Longsword, Sands of the Hour,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 0 // Valeros of Kuslik has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.

If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.


NOTES:
Available Support: Blessings are available for use. Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Move me to an ally who wants my support when my location closes.
Otherwise move me to the manor.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Battleaxe, Sands of the Hour (2), The Carnival (Harrow), Prayer, Spiked Breastplate, Crowbar, Heavy Shield, Half-Plate, Pig, Longspear
Recharged: Rapier,
Discard Pile: Horse, Korvosan Guard , The Tangled Briar,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.


Fighter #1

Upkeep
Reading Room Cards #1 and #4 banished
Reading Room Cards #2 and #3 aquired
Recharged Grazzle Blessing SotH
Each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.


Deckhandler

Wisdom 4 check against Dazed, banishing Ogre to use Stealth instead of Wisdom: 1d10 + 3 ⇒ (9) + 3 = 12 Passed.


Deckhandler

wisdom 4: 1d10 ⇒ 7


Off-turn, Attic Whisperer BA

Wisdom 4: 1d6 ⇒ 5 => passed, not Dazed

Turn 13, The Paladin
Hour: When another character avenges your encounter, heal 1d4 cards.

Explore => Razor Snare

Recharge The Lost_H to add 1d4 (scenario power)

Acrobatics 6: 1d8 + 1d4 + 2 ⇒ (5) + (3) + 2 = 10 => defeated

Just realised that Grazzle's constant healing makes my Harrow a lot less useful, heh.

Recharge Compass 2 to move to Library and examine => Sage's Journal

Radovan jumps over the snare and into the library, where he notices... books.

End turn

Radovan wrote:

Hand: Blessing of the Quartermaster 1, Quartermaster, Kama, Rings of Bondage, Rapier_C,

Displayed:
Quang: Acolyte_B
Deck: 10 Discard: 0 Buried: 2
Hero Points: 0
"NOTES:
Available Support:
Movement:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.


Deckhandler

The hour is of The Unicorn.

Grazzle notices a shadow sneak up on the party. Combat 13: 2d6 + 1d8 + 1d4 + 1 ⇒ (3, 3) + (4) + (2) + 1 = 13 Reveal Mace. Requesting Blessing from Zetha and recharge Viper Strike for scenario power, the hour is harrow so +1.

Grazzle wrote:

Hand: Acolyte (core), The Midwife, Light Shield, Crocodile Skin Armor, Burst Bonds (core), Mace(core),

Displayed:
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: used; Playmat: available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Prayer, Cure, Orison, Fireblade (core), Flame Staff (core)
Recharged: Cure (#2), Sands of the Hour, Viper Strike (core),
Discard Pile: Blessing of the Gods,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Location: Reading Room
Banish #6 Shadow.


Deckhandler

Off-turn: Discard Blessing of the Gods for Grazzle check.

Turn 15: Zetha/Sands of the Hour
Draw Hell Hound for Zetha power

The hell hound that Zetha had dispatched earlier rises from the netherworld through some arcane means that Zetha doesn't even begin to understand. It hardly matters. When the things starts to shift into the corporeal plane, Ahtez reaches out from the mirror plane and places a choker around its throat5. The creature looks puzzled, the whimpers. Ahtez kicks in once, and then smiles at Zetha. It's the little things that bring joy.

Recharge The Mute Hag to examine Reading Room Card #1: The Uprising
Diplomacy 5 to acquire The Uprising, check blessed due to Mute Hag: 1d10 + 1 + 1d10 ⇒ (6) + 1 + (4) = 11 Acquired

Discard Blessing of the Gods to explore Reading Room Card #2: Henchman Proxy A5 (Ghost)[/B]
Combat 13 to defeat Ghost, recharging Create Pit to add d4 and the Magic trait and discarding The Uprising to bless: 1d10 + 3 + 1 + 1d4 + 1d10 ⇒ (8) + 3 + 1 + (3) + (10) = 25 Ghost defeated and banished.

Another phantasm enters the room, but this time Zetha is ready for it. She and Ahtez surround it, and form a circle with their arms. The ghost dissipates with a moan.

Discard Blessing of the Gods to explore last Reading Room Card: Card Caster
Diplomacy 7 to acquire Card Caster: 1d10 + 1 ⇒ (7) + 1 = 8 Acquired

Summon and acquire Blessing to close location: Irori's Mastery
Divine 5 to acquire Irori's Mastery, banishing Hell Hound to use Stealth skill instead of Divine: 1d10 + 3 ⇒ (1) + 3 = 4 Ha! Failure.

Somehow the Hell Hound scampers out of Ahtez's grasp as the pair fights the ghost.

Reset hand and end turn

Zetha wrote:

Hand: Phantasmal Minion, Card Caster (acquired), Scrying Mirror, Eloquence, Blessing of the Gods 1, Amulet of Life,

Displayed: Ahtez,
Deck: 8 Discard: 5 Buried: 0
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Blessing as needed. Eloquence available
Other: Dice Re-Roll Used for 1?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).


Fighter #1

Turn 16: Valeros
The Hour is Benefaction
When this is the hour: No effect

Valeros looks around the room and finds nothing of further interest. Grazzle and Zetha discuss various rituals to bless the room but since he cannot help in this matter he decides to look at the rest of the house.

He enters the library and grabs the first book he can find but its absolutely boring.

Gift Live Drain to Grazzle
Move to Library
Explore Find Sage Journal
Intelligence6: 1d4 ⇒ 2 -> Autofail

End turn. Remove Scourge. reset Hand

Valeros of Kuslik wrote:

Hand: Thieves' Tools, Battleaxe, Longsword, Sands of the Hour,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use. Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Heavy Shield, Prayer, Sands of the Hour (2), Pig, Crowbar, The Carnival (Harrow), Spiked Breastplate, Longspear, Half-Plate
Recharged: Rapier,
Discard Pile: Horse, Korvosan Guard , The Tangled Briar,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Upkeep:
Gifted Live Drain to Grazzle.
Library card #1 Banished


Deck Handler

Turn 17, The Owl
Hour: Your Survival check is blessed.

Reveal Rings of Bondage and recharge Quartermaster to examine location => Guard Dog

Explore => Guard Dog

BA, summon new monster => Hell Hound

BA, 1 Fire damage prevented by power. Valeros suffers 1 Fire damage.

Reveal&reload Rapier_C

Combat 10: 2d8 + 2d4 + 2 ⇒ (7, 3) + (4, 1) + 2 = 17 => defeated

Guard Dog defeated

The weird in this mansion never stops! Radovan found a dog... guarding a bigger dog!

End turn

Radovan wrote:

Hand: Blessing of the Quartermaster 1, Rapier_C, Kama, Rings of Bondage, Compass 1,

Displayed:
Quang: Acolyte_B
Deck: 10 Discard: 0 Buried: 1
Hero Points: 0
"NOTES:
Available Support:
Movement:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Disable: Dexterity +2
-Stealth: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
-Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors, Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.


Fighter #1

discard Battleaxe for damage

Valeros of Kuslik wrote:

Hand: Thieves' Tools, Longsword, Sands of the Hour,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use. Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Carnival (Harrow), Crowbar, Pig, Spiked Breastplate, Prayer, Half-Plate, Heavy Shield, Sands of the Hour (2), Longspear
Recharged: Rapier,
Discard Pile: Horse, Korvosan Guard , The Tangled Briar, Battleaxe,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.


Deck Handler

Oh, that actually reminds me...

Since a local character was dealt damage by a bane, display a new monster next to Quang: Accursed Priest

I'd forgotten about that part. I think the only other time I could have used it would've been the first Hell Hound, but oh well.


Deckhandler

The hour is of Prayer.

Grazzle does a quick incantation to heal Zetha and Valeros. Discard top two cards- Prayer and Orison to heal Zetha 3 and Valeros 1

He then heads over the Library.

He finds a scroll of Sanctuary. Divine 6: 1d8 + 3 + 1d6 ⇒ (1) + 3 + (5) = 9 Using location power. Acquiring Sanctuary. Discard Midwife to explore.

He finds a scroll of Remove Disease. Divine 8: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (1) = 12 Using location power. Discard Acolyte to explore

Grazzle leaps out of the way as acid starts to spray out of a skull in the Library. Dexterity 4: 1d6 + 1d4 + 1d8 ⇒ (6) + (1) + (3) = 10 Play Burst Bonds for 1d8 and recharge Sanctuary for scenario power

Recharge Burst Bonds: 1d8 + 3 ⇒ (4) + 3 = 7

Grazzle wrote:

Hand: Life Drain, Mace(core), Light Shield, Crocodile Skin Armor, Remove Disease, Fireblade (core),

Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: used; Playmat: available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Cure, Flame Staff (core)
Recharged: Cure (#2), Sands of the Hour, Viper Strike (core), Sanctuary, Burst Bonds (core),
Discard Pile: Blessing of the Gods, Prayer, Orison, The Midwife, Acolyte (core),
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Library
Acquired #3,4 and Banish #5.
Zatha healed for 3 and Valeros for 1.


During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

On your check, you may recharge # cards to add 1d4 and the Magic trait.

Additional Rules:
Story Banes
Danger: The monster Ghost
Villain: None
Henchmen (Closing):The monster Ghost—Proxy A

Ghost:

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

Harrows

Valeros: 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.

Grazzle: 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.

Radovan: 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.

Zetha: The Mute Hag:

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

Scenario Level (#): 1

Turn: 19, Zetha/Chthonicthul

Random Cards:

Monsters
Spoiler:
Strangler
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.

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

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

Spoiler:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
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.

Barriers
Spoiler:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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


Spoiler:
Spellbook
CotCT
Item 0
Traits:
Book
Magic
To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.

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

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

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

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

Spoiler:
Horse
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.

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

Spoiler:
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.

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

Spoiler:
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: At the start of your turn, examine the top card of your location; you may encounter it.

Current Hour:

The Theater:
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.

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Valeros/Kulko:
Spoiler:
Hourglass Card 1 Valeros/Kulko
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 2 Radovan/Shnik:
Spoiler:
Hourglass Card 2 Radovan/Shnik
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hourglass Card 3 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 3 Grazzle/Grimsnik
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 4 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 4 Zetha/Chthonicthul
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.
Hourglass Card 5 Valeros/Kulko:
Spoiler:
Hourglass Card 5 Valeros/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Radovan/Shnik:
Spoiler:
Hourglass Card 6 Radovan/Shnik
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 7 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 7 Grazzle/Grimsnik
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 8 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 8 Zetha/Chthonicthul
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 9 Valeros/Kulko:
Spoiler:
Hourglass Card 9 Valeros/Kulko
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 10 Radovan/Shnik:
Spoiler:
Hourglass Card 10 Radovan/Shnik
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 11 Grazzle/Grimsnik
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.

Location #2: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/Chthonicthul, None

Location #4: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Valeros/Kulko, Grazzle/Grimsnik, Radovan/Shnik, None

Library Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Library Card 2:
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.
Library Card 3:
Token of Remembrance
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Library Card 4:
Acid Arrow
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Library 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.


Deckhandler

Off-turn: Zetha healed for three by Grazzle (ta!)
First card healed: 1d5 ⇒ 4 The Uprising
Second card healed: 1d4 ⇒ 4 Blessing of the Gods
Third card healed: 1d3 ⇒ 3 Blessing of the Gods

Turn 19: Zetha/The Theater
Start of turn: draw Strangler from the box

Hour power is moot; no cards to examine.

Discard Scrying Mirror to examine top card of Library: Henchman Proxy A1
We can shuffle the deck as per Scrying Mirror power if folks want, but we don't have to.

To close location, draw and try to acquire Blessing: The Empty Throne
It is Harrow, so automatically acquire it and close location
No Blessings left to heal on closing as per location power

Zetha takes one last look at the reading room before leaving, nodding her approval. No more ghosts here.

Move to Library

Reset hand and end turn, discarding Eloquence as free discard.

Zetha wrote:

Hand: Phantasmal Minion, Card Caster (acquired), Strangler, Blessing of the Gods 1, Amulet of Life, The Empty Throne (acquired),

Displayed: Ahtez,
Deck: 11 Discard: 4 Buried: 0
Hero Points Available/Used: 0/0
"NOTES:
Available Support: Blessing as needed.
Other: Dice Re-Roll Used for 1?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).


Fighter #1

Turn 20: Valeros
The hour is The Peacock
When this is the hour: On your check, if no boons are played, it is blessed.

When al the other come together in the library and start to discuss ectoplasmic Thaumaturlogy again Valeros decides to better leave. Butjust as he hads for the door the Ghost appears once more. Fright returns to his bones Then he feels the Blessing of Pharasma infuse him with confidence. He tries to brush the ghost aside only to learn that he is still more material than Valeros thought.

Encounter Ghost
Reload Longsword per Character Power and Recharge SotH as per Scenario Power. Receive free Blessing as per Scenario power.

Combat 13: 2d10 + 2 + 1d4 + 1d4 ⇒ (5, 2) + 2 + (1) + (1) = 11 --> Fail 2 Damage.
Discard Last card (Thieves Tools) for Damage. and rest hand.

Valeros of Kuslik wrote:

Hand: The Carnival (Harrow), Sands of the Hour (2), Longsword, Spiked Breastplate,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use. Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crowbar, Battleaxe, Heavy Shield, Rapier, Prayer, Half-Plate, Longspear, Pig
Recharged: Sands of the Hour,
Discard Pile: Horse, Korvosan Guard , The Tangled Briar (Aquired), Thieves' Tools,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Upkeep:
Location shuffled.


Deck Handler

Off-turn: Valeros took damage from a bane, so Radovan displays a monster next to Quang => Ghoul

And for the fun of it, I'll use the new mechanics and avenge Valeros by burying my Kama

Encounter Ghost

Reveal&reload Rapier, recharge Rings of Bondage to add 1d4&Magic

combat 13: 2d8 + 3d4 + 2 ⇒ (3, 7) + (2, 3, 3) + 2 = 20 => defeated (so no shuffling the Library, for all that changes at this point)

I won't attempt to close.

Turn 21, The Marriage
Hour: At the start of your turn, summon and encounter an ally.

Well, neat!

Encounter => Soldier

Diplomacy 4: 1d8 + 2 ⇒ (3) + 2 = 5 => acquired

Explore => The Teamster

Bury Quang's Acolyte

Diplomacy 5: 1d8 + 1d6 + 2 ⇒ (7) + (2) + 2 = 11 => acquired

Discard Compass to explore => Token of Remembrance

Wisdom 5: 1d6 ⇒ 5 => acquired

Discard Soldier_B to explore => Acid Arrow

Intelligence 4: 1d6 + 1d4 ⇒ (6) + (3) = 9 => acquired

Only a barrier left, might as well try to empty and close at this point

Discard Blessing of the Quartermaster 1 to explore => Trapped Chest

Bury Quang's Ghoul_B, Zetha discards The Empty Throne (acquired), recharge Token of Remembrance_B to add 1d4

Disable 8: 2d8 + 1d6 + 1d4 + 3 ⇒ (7, 8) + (5) + (3) + 3 = 26 => defeated

If defeated, summon and encounter a weapon => Snakebite Dagger

Recharge Acid Arrow_B to add 1d4, Valeros discards The Carnival (Harrow)

Stealth 7: 2d8 + 1d4 + 2 ⇒ (2, 7) + (1) + 2 = 12 => acquired

Closing time

Recharge Snakebite Dagger_B to add 1d4, bury Quang's Accursed Priest_B, Zetha discards Blessing of the Gods 1

So, using BotG as The Marriage (current Hour), that adds one die and also allows me to add another local character's die? I'll use Zetha's d8

Intelligence 6: 1d8 + 1d6 + 3d4 + 1 ⇒ (7) + (6) + (1, 3, 2) + 1 = 20 => passed

Library closed!

Scenario won!


Development:

The ghosts are gone, but it’s far from quiet.

Outside the manor, the townsfolk are beginning to panic. Eventually, you convince them to remain outside, promising that you have the situation under control. You hope you’ll be able to keep that promise; otherwise, the townsfolk may suffer whatever horrific fate may await you.

Whatever happens, this night will not be a boring one.

Reward

For the rest of this adventure, on your check you may recharge # cards to add 1d4 and the Magic trait.

Acquired Cards

Soldier (Ally 0)
Acolyte (Ally 0)
Card Caster (Ally 0)
The Uprising (Blessing 1)
The Teamster (Blessing 1)
The Tangled Briar (Blessing 1)
Mist Horn (Item 1)
Token of Remembrance (Item 0)
Life Drain (Spell 1)
Remove Disease (Spell 1)
Acid Arrow (Spell 0)
Snakebite Dagger (Weapon 1)


 
 
 
 
 
Scenario B: Death by Dinnerware

Quote:

The cowled figure winced as a tiny skull crunched under his foot. He’d seen plenty of evidence that the place was haunted. But after months trying to summon something, the most that the Transcendent Society of the Veil had managed to conjure was a flood of panicked ghost mice. Fitting, given how many of the little pests’ skeletons litter this place. And now a bunch of screeching kids have decided to start poking around. It wouldn't do to let the locals find out that the living still laid claim to this place.

He started up the stairs, his tread heavy in the hopes of scaring off the children. His foot froze halfway onto the next step, the echoes of childish laughter in this long-quiet house sending shards of ice down his spine.

The light of your torch illuminates the dank and dusty front room of the manor. Towering paintings of its former stewards stare down from above, their surfaces marred by soot and grime. A grand staircase lined with filthy carpet rises to an upper floor, beyond your torch‘s reach. The remains of several long-dead rodents cluster along the walls. Yet there are signs that this place is far from empty. Footprints in the dust, far too large to be the children passing.

Adults have been using this place recently, though they have not seen fit to clean it. Squatters, perhaps? Whoever they are, finding the children is your priority. You discern a trail of smaller footprints leading toward an open door on the western wall. A dining hall. It must have been majestic once, with its crystal chandelier and silk-cushioned chairs. The large, round table is set for a fine dinner, but the cobwebby candelabras, dirty plates, and rat droppings make it clear that the planned meal never came.

Still, the scene isn’t entirely untouched. From the dust on the ground, it’s clear that someone moved the table recently, off to the side of the room and then back, all without disturbing a single dish. It couldn’t have been easy. You doubt it was the children.

Where are the children? You call out their names: Mally and Henda and Halurian. In as calm a tone as you can muster, you reassure them that you are expert at hunting ghosts, and that you will get them out of here safely.

In response, the dining room door slams behind you. An eerie blue light fills the room, gathering around the furniture. The table, chairs, even the silverware spring to life. They don't intend to let you leave this room alive.

Story Banes

Danger: Animated Object, Trapped Furniture
Villain: None
Henchmen (Closing): Mysterious Relic, Animated Objects—Proxy A

Setup

Add the Onslaughts wildcard Desperate.

After preparing the story banes, shuffle a non-closing henchman Trapped Furniture—Proxy B into each location.

During This Scenario

The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.

At the end of your turn, if your location has 7 – # or fewer cards, you may examine the top card of your location.


During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

During This Scenario: The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.

At the end of your turn, if your location has 7 – # or fewer cards, you may examine the top card of your location.

Additional Rules:

Earned Adventure Rewards:

For the rest of this adventure, on your check you may recharge # cards to add 1d4 and the Magic trait.

Story Banes
Danger: Animated Object, Trapped Furniture
Villain: None
Henchmen (Closing): Mysterious Relic, Animated Objects—Proxy A

Animated Object:

Core Story Bane 1
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

Trapped Furniture (modified with scenario rules):

Core Story Bane 1
Traits: Trap Trigger Veteran
To Defeat: Wisdom Perception 8+# OR Craft Disable 6+#
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

Wildcards

DESPERATE

When you encounter a boon and do not acquire it, discard a card.

Harrows

Valeros: 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.

Grazzle: 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.

Radovan: The Mute Hag:

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

Zetha: The Publican:

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

Scenario Level (#): 1

Turn: 0, Radovan/Shnik

Random Cards:

Monsters
Spoiler:
Guard Dog
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

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.

Spoiler:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

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

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

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

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

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

Spoiler:
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:
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.

Weapons
Spoiler:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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

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

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


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

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

Spoiler:
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.

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:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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.

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

Spoiler:
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.

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

Spoiler:
The 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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 1 Grazzle/Grimsnik
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 2 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 2 Zetha/Chthonicthul
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 3 Valeros/Kulko:
Spoiler:
Hourglass Card 3 Valeros/Kulko
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 4 Radovan/Shnik:
Spoiler:
Hourglass Card 4 Radovan/Shnik
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 5 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 5 Grazzle/Grimsnik
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 6 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 6 Zetha/Chthonicthul
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 7 Valeros/Kulko:
Spoiler:
Hourglass Card 7 Valeros/Kulko
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.
Hourglass Card 8 Radovan/Shnik:
Spoiler:
Hourglass Card 8 Radovan/Shnik
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 9 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 9 Grazzle/Grimsnik
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 10 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 10 Zetha/Chthonicthul
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 Valeros/Kulko:
Spoiler:
Hourglass Card 11 Valeros/Kulko
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 12 Radovan/Shnik:
Spoiler:
Hourglass Card 12 Radovan/Shnik
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 13 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 13 Grazzle/Grimsnik
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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 14 Zetha/Chthonicthul
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 15 Valeros/Kulko:
Spoiler:
Hourglass Card 15 Valeros/Kulko
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 16 Radovan/Shnik:
Spoiler:
Hourglass Card 16 Radovan/Shnik
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 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 17 Grazzle/Grimsnik
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 18 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 18 Zetha/Chthonicthul
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 19 Valeros/Kulko:
Spoiler:
Hourglass Card 19 Valeros/Kulko
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 20 Radovan/Shnik:
Spoiler:
Hourglass Card 20 Radovan/Shnik
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 21 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 21 Grazzle/Grimsnik
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 22 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 22 Zetha/Chthonicthul
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 23 Valeros/Kulko:
Spoiler:
Hourglass Card 23 Valeros/Kulko
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 24 Radovan/Shnik:
Spoiler:
Hourglass Card 24 Radovan/Shnik
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 25 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 25 Grazzle/Grimsnik
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 26 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 26 Zetha/Chthonicthul
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 27 Valeros/Kulko:
Spoiler:
Hourglass Card 27 Valeros/Kulko
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 28 Radovan/Shnik:
Spoiler:
Hourglass Card 28 Radovan/Shnik
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Hourglass Card 29 Grazzle/Grimsnik:
Spoiler:
Hourglass Card 29 Grazzle/Grimsnik
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 30 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 30 Zetha/Chthonicthul
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Location #2: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None

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

Location #4: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None

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


Fighter #1
Valeros of Kuslik wrote:

Hand: Gem of Physical Prowess (Core), Battleaxe, Heavy Shield, Spiked Breastplate, Longspear,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.
Reload/recharge an Armor or weapon for an extra 1d4 in a local combat if you need it.
Movement: Move me with the party if my location closes
Other: Guarding: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sands of the Hour (2), Korvosan Guard , Horse, Sands of the Hour, Prayer, Pig, Thieves' Tools, Half-Plate, Longsword, Cold Iron Greatsword
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude:Constitution+2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy : Charisma +2

Favored Card: Sword Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor, Weapon
POWERS:
On a local combat (☐ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Valeros starts at the Office.


Deckhandler

Grazzle will start at the Tavern

Grazzle wrote:

Hand: Blessing of the Gods, Sands of the Hour, Light Shield, Crocodile Skin Armor, Acolyte (core), Fireblade (core), The Lost,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mace(core), Cure, Prayer, Flame Staff (core), Orison, Cure (#2), Soothing Word, Holy Light (core), Burst Bonds (core)
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine Charisma +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

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