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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.
Reward from A: For the rest of this adventure, on your check, you may recharge # (=1) cards to add 1d4 and the Magic trait.
Reward from B: For the rest of this adventure, 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 Scenario: When you close your location, remove a Perils wildcard of your choice.
Additional Rules: Danger:
Core Story Bane 1
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Villain: None
Henchmen (Closing):
Core Story Bane 1
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
Core Story Bane 1
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
The Perils
Scenario Level (#): 1
Turn: 11, Estra/MatsuKurisu
Monsters
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.
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.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Barriers
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.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
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.
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.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Weapons
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
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.
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.
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.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Spells
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
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.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
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.
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.
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.
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.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
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.
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.
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.
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.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Allies
CotCT
Ally 1
Traits:
Human
Rogue
To Acquire:
Charisma
Diplomacy
Stealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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.
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
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.
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.
Blessings
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.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
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.
Hour Power: When at least 3 types of boon are played on any check, a character may draw a card.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hours Remaining: 17
Hourglass
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.
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
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.
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.
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.
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.
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.
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.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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.
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.
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.
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.
Location #1: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/TColMaster, Varian/zeroth_hour, Estra/MatsuKurisu, Quinn/Zalarian, None
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.
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.
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.
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.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
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.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
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.
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.

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Out of Turn Updates
Turn Order Ranzak/TColMaster, Varian/zeroth_hour, Estra/MatsuKurisu, Quinn/Zalarian
Blessing = #11 Estra/Matsu Kurisu: The Dance
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
Start of Turn
At: #1: Lair
Give: No
Move: No
At This Location: The difficulty to defeat story banes is increased by 2.
Free explore = 1: (Henchman Proxy A3) =
Ancient Skeleton, Story Bane 1, Monster : Combat 13(11+1+1)
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
BYA Recharge divine card(Token of Remembrance)
Recovery Sonic Blast 1d12+1+2+2d6, Estra vs Undead +1d8
Combat 15(13+2): 1d12 + 1 + 2 + 2d6 + 1d8 ⇒ (12) + 1 + 2 + (1, 6) + (1) = 23 - Banished
Location #1: Lair
When Closing: Succeed at a Strength 6(5+1) check.
Strength 1d4, Reload Honaire (Mummy's Mask) +1d10, Recovery Aid +1d4+1, Discard The Big Sky +1d4
The Dance triggered, Estra draws Honaire (Mummy's Mask)
Strength 6: 1d4 + 1d10 + 1d4 + 1 + 1d4 ⇒ (1) + (3) + (1) + 1 + (3) = 9 - CLOSED
DEADLY(BANISHED)
When Closed: Each local character moves to only open location #3: Dungeons.
Estra (MM) ends her turn.
Estra (MM) attempts to recover all cards in her Recovery pile.
Auto fail Sonic Blast recovery , discarded
Auto fail Aid recovery , discarded
Reload Honaire (Mummy's Mask) to draw Sonic Blast
Bury Token of Remembrance to reload Aid
Estra (MM) resets her hand.
Draw up Aid, Honaire (Mummy's Mask), Holy Light, Incitation
Summary
Location = #1: Lair - CLOSED
Acquired =
Banished = 1: (Henchman Proxy A3)
Examined =
Location =
Acquired =
Examined =
From Box =
Displayed =
Give =
Used =
Other = DEADLY(BANISHED)
When Closed: Each local character moves to only open location #3: Dungeons.
"
Hand: Sonic Blast, Holy Light, Aid, hw The Rabbit Prince, Incitation, Honaire (Mummy's Mask),
Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Distant: Blessings available. Aid available
Local:
Other: Other: On close, move with Quinn
Middle of Deck (Unknown Order): Holy Water, Pharasma's Knowing, Divine Insight, Cat, Prayer, Cure, Leather Armor
Recharged: Frostbite,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Divine +2
- Knowledge +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy +1
Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armor, Divine
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, (☐ you may ignore any power on that card that happens when examined and) you may encounter 1 of them.
You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (☐ 5).
Add 1d8 to your check against a card that has the Undead trait.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Quinn 12789 |

Out of Turn Updates: prayer used; everyone moved to Dungeons
Turn Order: Quinn/Zalarian, Ranzak/TColMaster, Varian/zeroth_hour, Estra/MatsuKurisu
Turn - Hour: 12 - Hourglass Card 1 Quinn/Zalarian Shelyn's Song
Hour Rules: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Wait..was that fresh earth from the badger or was it from a...
SOT: Quinn begins his turn examining the top card of his location: Dungeons Card 1: Ghoul
Give Card: None
Move: nowhere to run
Location Powers: The difficulty of combat checks is increased by 2
Will recharge Card Caster to examine bottom 2 cards
Dungeons Card 10: Giant Fly
Dungeons Card 9: Henchman Proxy A4
Explore: Dungeons Card 1: 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.
Will recharge The Crows to add d4 and Magic, Estra discards incitation to bless
Will reveal heavy crossbow
Dexterity Check DC 11+1+1+2=15: 1d6 + 1d10 + 1d4 + 1d6 ⇒ (5) + (1) + (1) + (6) = 13 Not Quite
Dexterity Check DC 11+1+1+2=15 PAIZO reroll: 5 + 1d10 + 1 + 6 ⇒ 5 + (6) + 1 + 6 = 18 Success
Will discard Gozreh's Growth to explore
Explore: Dungeons Card 2: 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.
Strength Check DC 4: 1d6 + 0 ⇒ (4) + 0 = 4 Success
Will discard Spider to explore
Explore: Dungeons Card 3: Cat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Will recharge quarterstaff to add d4 and magic
Wisdom Check DC 5: 1d8 + 1d4 ⇒ (2) + (1) = 3 No Success
Quinn Ends his turn examining the top card of his location: Dungeons Card 4: The Idiot
At the end of your turn, if my location has 6 or fewer cards, I may examine the top card of your location.
On your check, you may recharge # cards to add 1d4 and the Magic trait.
At the end of your turn, if your location has 7-# (=6) 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: When you close your location, remove a Perils wildcard of your choice.
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
"
Hand: Ranzak's Heavy Crossbow, Thieves' Tools, Luckstone, Magnifying Glass, Spider Venom, Gem of Mental Acuity,
Displayed:
Deck: 9 Discard: 7 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use. (Orison is for local)
Movement: Tavern, Office, Slaughterhouse, Laboratory
Middle of Deck (Unknown Order): Starknife, Mouse, Starknife, Acid Flask
Recharged: Orison, Leech, Card Caster, The Crows, Quarterstaff,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
None
POWERS:
For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
Loot:
None
In Game Benefits:
Bloodthorne-A: For the rest of this adventure, on your check, you may recharge # cards to add 1d4 and the Magic trait.
Bloodthorne-B: For the rest of this adventure, at the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.
[u]Summary[/u]
Current Location: Dungeon
Acquired: Dungeons Card 2: Quarterstaff
Banished: Dungeons Cards 1,3
Examined: Dungeons Card 4: The Idiot
Dungeons Card 9: Henchman Proxy A4
Dungeons Card 10: Giant Fly
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Estra's Incitation
Actions needed by other Player(s): None

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Out of turn
Discard Incitation
"
Hand: Sonic Blast, Holy Light, Aid, hw The Rabbit Prince, Honaire (Mummy's Mask),
Displayed:
Deck: 8 Discard: 4 Buried: 1
Hero Points: 0
NOTES:
Available Support: Distant: Blessings available. Aid available
Local:
Other: Other: On close, move with Quinn
Middle of Deck (Unknown Order): Prayer, Divine Insight, Pharasma's Knowing, Cat, Holy Water, Leather Armor, Cure
Recharged: Frostbite,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d4 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Divine +2
- Knowledge +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
- Diplomacy +1
Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armor, Divine
POWERS:
On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If any examined card has the Undead trait, (☐ you may ignore any power on that card that happens when examined and) you may encounter 1 of them.
You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (☐ 5).
Add 1d8 to your check against a card that has the Undead trait.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

TColMaster Ranzak |

Out of Turn Updates: None
Turn - Hour: The courtesan
Hour Rules: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: The difficulty of combat checks is increased by 2
Explore: The Idiot
Base, power, recharge thieves tools
INT 4: 3d4 + 1 ⇒ (2, 4, 3) + 1 = 10
Accquired
RNG Explore Power: 1d6 ⇒ 3
-discard Craftsman to explore
Base, Power, Craftsman power
Magnifying Glass Disable 4: 1d10 + 2 + 2d4 + 1 ⇒ (4) + 2 + (4, 3) + 1 = 14
Accquired
RNG Explore Power: 1d6 ⇒ 1
Cast CURE
RNG: 1d4 + 1 ⇒ (3) + 1 = 4
RNG no cure: 1d5 ⇒ 3
-Discard Prayer to explore
Symbol of SLEEP Barrier, Hour Rules come into play, need a TASK barrier, 1st open in Random Cards - Dissident Guard
Recharge Magnafying Glass
CHA6: 1d6 + 1d4 ⇒ (3) + (3) = 6
Defeated
Free Ally!
Gang Enforcer!
-Discard Gang Enforcer to Explore
Reveal Longbow, Gang Enforcer Boon, Spider Venom
Dire Rat Combat 11: 1d10 + 1d8 + 2d4 ⇒ (7) + (3) + (2, 4) = 16
DEFEATED
After Acting Fort 7: 1d12 + 1 ⇒ (3) + 1 = 4
RNG Bury: 1d3 ⇒ 2
Ranzak ends their turn.
Ranzak attempts to recover all cards in their Recovery pile.
Ranzak resets their hand.
[u]Summary[/u]
Acquired: The Idiot, Magnafying Glass, Gang Enforcer
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Spider Venom, The Idiot, Priest of Pharasma, Spyglass, Longbow, Deathbane Light X-Bow, The Vision,
Displayed: Chain Shirt,
Deck: 10 Discard: 2 Buried: 2
"Current Location: Office
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Ranzak! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Holy Water, Chain Shirt 2, Craftsman, Archer, Gem of Physical Prowess, Orison 1, Shortsword, Prayer 2, Thieves Tools
Recharged: Magnafying Glass,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Stealth Dexterity +1
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: {list favored card here}
Hand Size: 7 ☐ 8 ☐ 9
Proficiencies:
{list proficiencies here}
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 (X+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a (☐3,) 4, 5, or 6, explore your location.

zeroth_hour's Varian |

Out of Turn Updates: none
Turn Order: Quinn/Zalarian, Ranzak/TColMaster, Varian/zeroth_hour, Estra/MatsuKurisu
Turn - Hour: 14 - The Survivor
Hour Rules: At the start of your turn, you may recharge any number of cards then reset.
SOT: Somehow we went through all the Urban locations first grumble grumble, so I can't use my power. Recharging the Frost Ray, Toxic Cloud and Bracers of Protection to draw Sage's Journal, Harrowed Society Student, and Force Missile. No spells in discard to recharge for reset.
Give Card: None
Move: None
Explore: Spiked Volley. Foreign Trader is amazing on this.
Acrobatics 9: 1d8 + 1 + 1d8 + 1d12 ⇒ (6) + 1 + (5) + (11) = 23
Finally we fight the Ancient Skeleton. Last card in the location is a monster so I'll try to finish off the scenario. Discard Harrowed Society Student to explore. Start with Force Missile + The Vision (name 1) + Sage's Journal. Should basically be guaranteed. Recharge SotH for the Divine card.
Combat 11+##+2=15: 2d12 + 3d4 + 3 ⇒ (9, 9) + (3, 1, 2) + 3 = 27 +3 = 30
Now for the Danger Ancient Skeleton. Take the damage on Radovan, who shuffles. Use Keen Rapier, reload it, bury Sage's Journal, use Rabbit Prince, use Aid.
Combat 11+##+2=15: 2d8 + 1d6 + 1 + 1d4 + 1d12 + 3 + 1d4 + 1 ⇒ (5, 5) + (4) + 1 + (1) + (1) + 3 + (3) + 1 = 24
The d6's 4 counts as a 6 so I believe that's the die that gets rerolled with the Rabbit Prince but even if that die is removed it's irrelevant. Dungeon is closed and we win.
EOT: End Turn and Reset hand
Summary
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

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Acquired
Craftsman (Ally 1)
Gang Enforcer (Ally 1)
Korvosan Dandy (Ally 1)
Chain Shirt (Armor 0)
The Joke (Blessing 1)
Incitation (Blessing 0)
Orison (Blessing 0)
The Idiot (Blessing 1)
Gorum's Iron (Blessing 1)
Gozreh's Growth (Blessing 1)
Magnifying Glass (Item 0)
Smoke Bomb (Item 1)
Starknife (Weapon 0)
Quarterstaff (Weapon 0)
Reward
Each character draws a new ally or item.
Adventure Card Society characters may choose a bonus deck upgrade.
Adventure reward
Choose one of your characters. That character gains the power "When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location."

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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.
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.

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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.