[PACS] Curse of the Crimson Throne [MorkXII] (Inactive)

Game Master MorkXII


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Lvl 3 Gunslinger. Deck Handler

Greetings.


Curse of the Crimson Throne

When the empire of Cheliax expanded north into Varisia, the Chelaxians found a Shoanti tribe living around an immense pyramid on the shores of a deep bay—a perfect site for a city. Much bloodshed eventually left the Shoanti defeated, driven back to the harsh Cinderlands. Yet as the new city of Korvosa flourished, few bothered to ask why the Shoanti had dwelt here. For the past 300 years, the Shoanti have spoken only in whispers of the troubles the Chelaxians will face for their outrages.

Today, Korvosa’s reigning king, Eodred Arabasti II, is feared by all the right people. To date, however, he has produced no heir to the throne, the latest in a line of rulers affected by this facet of the so-called curse of the Crimson Throne. When he finally wed late in life, his bride was barely a third of his age. Queen Ileosa was a woman of breathtaking beauty matched only by her desire for the life of luxury the queenship afforded. But with the seneschal Neolandus Kalepopolis guarding Castle Korvosa’s interests, the citizenry believes it has little to worry about.

It is wrong, of course. Like any city, Korvosa has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found in waterfront slums, creeping in the sewers, or hiding in the tangled rooftops known as the Shingles. The Korvosan Guard does what it can to keep the city’s criminals from causing too much harm, but the crooks will always outnumber the lawgivers.

One such undesirable is Gaedren Lamm, a despicable wretch who missed his chance at being somebody big in Korvosa’s murky underworld. The decrepit thief abducts orphans and forces them to support his parasitic lifestyle with petty crime. Many Korvosans have had their lives complicated by this foul old man. Yet no matter what he does, he always avoids answering for his crimes. But Gaedren Lamm’s luck is about to change; he has run afoul of some hard-driven people.

Specifically, he has run afoul of you.

Each of you has been drawn here by some offense caused by Lamm. Perhaps a family member was caught in his orphanage and fed to his pet alligator. Perhaps a lover expired due to an overdose of his dream spider–derived drug called “shiver.” Perhaps his fishery goons sunk your trawler off the coast of Veldraine. Whatever it was, it motivates you like no other rage you’ve felt in your days.

Finally, you have a lead on his whereabouts. A Varisian fortune-teller named Zellara Esmeranda has summoned you to her home in Korvosa’s Midland district. She claims to know where Lamm is... and how to defeat him. She promises to read the harrow deck to set the fates on your side.

By King Eodred’s good name, you will make your bones here in Korvosa. Into the city you go, with the wind of vengeance at your back.

DURING THIS ADVENTURE PATH:

  • Whenever a reward grants a character a loot card, each character notes it on their Chronicle sheet.
  • At the start of each scenario, perform a harrowing. After drawing your starting hand, add your harrow to it. At the end of each scenario, return your harrow to the vault.
  • When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow Suit as being level #.
  • Supporters: Each character has a personal rallied supporters for their chronicle. When the party gains a supporter feat, each character chooses a supporter and indicates the feat for the supporter on their chronicle. When a supporter needs to be unchecked, each character chooses a rallied supporter on their own chronicle sheet.
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. A character may only play a supporter they have rallied and only play a supporter-feat required power if they have that feat on their chronicle.


  • Adventure 1: Edge of Anarchy

    BUILD THE VAULT:

  • At the start of the Adventure Path, the vault should contain all level 0 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.

    DURING THIS ADVENTURE:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.


  • Curse 1*: Haunted Fortunes
    You enter the fortune-teller’s house, finding no one home. Still, a meal of stale bread and adequate wine is yours for the partaking. You look among her smoky den, taking in a deep sense of connection to the beyond.

    After some time, the fortune-teller materializes. Zellara idly shuffles a harrow deck, demonstrating a lifetime of mastery with this very set.

    “Thank you for coming, my friends,” she says. “I have reasons to be cautious, as a vicious man would see great harm done to me if he knew I were reaching out for help. This man has done something terrible to each of you as well. I speak, of course, of Gaedren Lamm, a man whose cruelty is matched only by his gift for avoiding reprisal. You see, a year ago, his ‘Little Lamms’ stole this, my harrow deck, from me. My son Eran trailed his youthful pickpockets and returned my deck to me, but Lamm resented that slight. His thugs slew my young son, and I have recovered from my grief enough to seek the very vengeance you demand as well.”

    You concur with her assessment and ask her where the villain can be found.

    She casts your fate and smiles. “According to the harrow, he can be found in an old fishery north of here, at Westpier 17, where he trains abducted children to be pickpockets and counts his stolen treasures.”

    You know of this place. Westpier is a port where the wealthy and merchant classes don’t go. The Korvosan Guards don’t go there either, it seems.

    “Be careful,” Zellara says. “A man who feeds children to an alligator, and who cultivates sharks around his place of business, cannot be trusted. Tread lightly, but ever resolutely. It is time for Gaedren Lamm to pay.”

    That it is, you aim to assure her, but she is gone in the darkness.

    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    SETUP:

  • If this is your first scenario, use only the first 3 small locations and create the hourglass from 12 blessings.

    LOCATIONS:
    1-Boat
    1-Fishery
    1-Reading Room
    2-Alley
    3-Docks
    4-Office
    5-Storehouse
    6-Spider Next

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


  • (S,C,R,A,E): 1d9 + 1d8 + 1d7 + 1d6 + 1d5 ⇒ (4) + (1) + (5) + (6) + (4) = 20

    Sajan: The Dance
    Cogsnap: The Avalanche
    Radovan: The Locksmith
    Angban: The Rabbit Prince
    Ezren: The Juggler


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    During This Scenario: Curse 1*: Haunted Fortunes
    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

    Powers
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Monster 2
    Spoiler:
    Plaguebearer
    Monster 1

    Traits
    Aberration
    Disease

    Check
    Combat
    15

    Powers
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.

    Monster 3
    Spoiler:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    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 1d4 cards of your deck.

    Monster 4
    Spoiler:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Monster 5
    Spoiler:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    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.

    Barrier 2
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Barrier 3
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    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.

    Barrier 4
    Spoiler:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Barrier 5
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

    Powers
    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.

    Weapon 2
    Spoiler:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Weapon 3
    Spoiler:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Longsword
    Weapon 0

    Traits
    Sword
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Weapon 5
    Spoiler:
    Battleaxe
    Weapon 0

    Traits
    Axe
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Random Spells:
    Spell 1
    Spoiler:
    Frozen Touch
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    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.

    Spell 2
    Spoiler:
    Sleep
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Mental

    Check
    Intelligence
    Arcane
    7

    Powers
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spell 3
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Spell 4
    Spoiler:
    Candlelight
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    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.

    Spell 5
    Spoiler:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 2
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    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.

    Armor 3
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    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.

    Armor 4
    Spoiler:
    Spiked Breastplate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 5
    Spoiler:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Wand Of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Item 2
    Spoiler:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Item 3
    Spoiler:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Item 4
    Spoiler:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

    Item 5
    Spoiler:
    Balmberry
    Item 0

    Traits
    Plant
    Alchemical

    Check
    Wisdom
    Divine
    Survival
    6

    Powers
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    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.

    Ally 2
    Spoiler:
    Tinker
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Disable
    6

    Powers
    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.

    Ally 3
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Ally 4
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    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.

    Ally 5
    Spoiler:
    Sage
    Ally 0

    Traits
    Human
    Arcanist

    Check
    Charisma
    Diplomacy
    Knowledge
    4

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    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.

    Blessing 2
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessing 3
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessing 4
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessing 5
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Turn: 1 Sajan/MorkXII

    Top of Blessing Discard Pile: The Waxworks - When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    Top Blessing:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Cogsnap)
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Animal or Elemental card, add 1d4.

    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.

    Blessings Deck Card 2 (Turn 3 Radovan)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 3 (Turn 4 Angban)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Blessings Deck Card 4 (Turn 5 Ezren)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 5 (Turn 6 Sajan)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Blessings Deck Card 6 (Turn 7 Cogsnap)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 7 (Turn 8 Radovan)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 8 (Turn 9 Angban)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 9 (Turn 10 Ezren)
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    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.

    Blessings Deck Card 10 (Turn 11 Sajan)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Blessings Deck Card 11 (Turn 12 Cogsnap)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 12 (Turn 13 Radovan)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 13 (Turn 14 Angban)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Blessings Deck Card 14 (Turn 15 Ezren)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 15 (Turn 16 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 16 (Turn 17 Cogsnap)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 17 (Turn 18 Radovan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 18 (Turn 19 Angban)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 19 (Turn 20 Ezren)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 20 (Turn 21 Sajan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 21 (Turn 22 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 22 (Turn 23 Radovan)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Blessings Deck Card 23 (Turn 24 Angban)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 24 (Turn 25 Ezren)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 25 (Turn 26 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 26 (Turn 27 Cogsnap)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 27 (Turn 28 Radovan)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    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.

    Blessings Deck Card 28 (Turn 29 Angban)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 29 (Turn 30 Ezren)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    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.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

    Boat Card 1:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Boat Card 2:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Boat Card 3:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Boat Card 4:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Boat Card 5:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 6:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Boat Card 7:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Boat Card 8:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    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.

    Boat Card 9:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Boat Card 10:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Fishery
    Traits: Aquatic, Urban, Wild
    At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
    When Closing: Summon and defeat the story bane Jigsaw Shark.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1

    Fishery Card 1:
    Shortbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    Stealth
    5

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character’s combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Fishery Card 2:
    Dire Boar
    Monster 1

    Traits
    Animal

    Check
    Combat
    10
    THEN
    Combat
    11

    Powers
    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.

    Fishery Card 3:
    Token Of Remembrance
    Item 0

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Fishery Card 4:
    Chemist
    Story Bane Monster 0

    Traits
    Human
    Alchemist
    Veteran

    Check
    Combat
    11+##
    OR
    Craft
    Diplomacy
    6+#

    Powers
    Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
    If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.

    Fishery Card 5:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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

    Fishery Card 6:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    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.

    Fishery Card 7:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Fishery Card 8:
    Card Caster
    Ally 0

    Traits
    Human
    Magus
    Harrow

    Check
    Intelligence
    Knowledge
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Fishery Card 9:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Fishery Card 10:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

    Powers
    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.

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:1

    Reading Room Card 1:
    Gaedren Lamm And Gobblegut
    Story Bane Monster 0

    Traits
    Human
    Rogue
    And
    Animal
    Aquatic

    Check
    Combat
    13
    OR
    Survival
    8
    THEN
    Combat
    12

    Powers
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Reading Room Card 2:
    Sanctuary
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Reading Room Card 3:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Reading Room Card 4:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Reading Room Card 5:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    8+##

    Powers
    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.

    Reading Room Card 6:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    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.

    Reading Room Card 7:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Reading Room Card 8:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Reading Room Card 9:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Reading Room Card 10:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1

    Alley Card 1:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Alley Card 2:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    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.

    Alley Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Alley Card 4:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Alley Card 5:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    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.

    Alley Card 6:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Alley Card 7:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    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.

    Alley Card 8:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    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.

    Alley Card 9:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Alley Card 10:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1

    Docks Card 1:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Docks Card 2:
    Kukri
    Weapon 0

    Traits
    Knife
    Melee
    Slashing
    Finesse

    Check
    Strength
    Acrobatics
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Docks Card 3:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    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.

    Docks Card 4:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Docks Card 5:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Docks Card 6:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Docks Card 7:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Docks Card 8:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    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.

    Docks Card 9:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks Card 10:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Office
    Traits: Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:0 Ba:3 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1

    Office Card 1:
    Guide
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    5

    Powers
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Office Card 2:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    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.

    Office Card 3:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    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 4:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Office Card 5:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    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.

    Office Card 6:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Office Card 7:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Office Card 8:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Office Card 9:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Office Card 10:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Storehouse
    Traits: Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

    Storehouse Card 1:
    Wolf Pack
    Monster 0

    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Storehouse Card 2:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    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.

    Storehouse Card 3:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Storehouse Card 4:
    Rapier
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    5

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Storehouse Card 5:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Storehouse Card 6:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Storehouse Card 7:
    Crowbar
    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    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.

    Storehouse Card 8:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    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.

    Storehouse Card 9:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Storehouse Card 10:
    Light Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.


  • Lvl 3 Gunslinger. Deck Handler

    Oh man, great harrow, I just wish I took this character through the special at PCO.

    Start at Storehouse (sweet delicious hand size!) and Adding my harrow to starting hand

    Angban wrote:

    Hand: Hide Armor, Buckler Gun, Pistol +1, Blessing of the Gods, The Rabbit Prince,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points: 0
    NOTES:
    Available Support: Crossbows available for combat support.
    Other: Examines random locations at start of turn.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Alkenstar, Dragon Pistol, Blessing of Calistria, Musket, Flare Shot, Blunderbuss, Master Gunner, Powder Horn, Hand Cannon, Alchemical Cartridges, Scale Mail
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Traits: Dwarf, Gunslinger
    Favored Card: Armor or Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Armors, Weapons
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
    ☐ Gain the skill Craft: Intelligence +3.

    Will display Hide Armor at start of first turn.


    Deck Handler Desired Upgrades

    Trading out Quarterstaff (Core) and Card Caster for Soothing Word and Infernal Healing loot. Starting at Storehouse.

    Ezren wrote:

    Hand: Fiery Glare (Core), Acid Burst, Gem of Mental Acuity (Core), Enhance, Infernal Healing, Cat (Core), Lightning Touch (Core), The Juggler,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    "Current Location: Storehouse
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
    At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)

    Cat (Core): On a local check against a spell, recharge to add 1d4.

    The Juggler: On another character's check, freely discard to reroll a die.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soothing Word, Spellbook (Core), Mist Horn (Core), Harrowstrike, Soothing Word (2), Leech, Flame Staff (Core), Force Missile (Core)
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Arcane Intelligence +2
    Craft Intelligence +1
    "Knowledge Intelligence +2"

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.

    No harrow blessing was drawn so discarding random blessing #1 The Snakebite into my discard pile.


    Cogsnap's Deck Manager

    Cogsnap will also start at Storehouse for the extra card in hand.
    Harrow added to starting hand.

    Cogsnap the Unbleached wrote:

    Hand: Heavy Crossbow, Noxious Bomb, Blast Stone, Clockwork Spy, Anesthetizing Slime, Blessing of the Elements 2, Blessing of the Elements 1, The Avalanche (Harrow),

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points (Available): 0
    NOTES:
    Available Support: Blessings available (especially if they recharge). Blast Stone available for local combat or Lock/Obstacle/Skirmish barrier support. Anesthetizing Slime can ignore BA/AA power.
    Other: Dice Re-Roll Used for 1*?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Brilliance, Armored Coat, Clockwork Butterfly, Acid Flask, Incitation, Blowgun, Alchemist's Fire, Elixir of Healing
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Disable: Dexterity +3
    Ranged: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +1
    Craft: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Alchemical
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard (□ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box


    Deck Handler for CotCT Radovan

    Radovan will also start at the Storehouse for that extra card. Displaying devil form Quang.

    Radovan wrote:

    Hand: Magnifying Glass (Core), Blessing of the Ancients, Rapier (Core), Blessing of the Elements, Archer (Core), Appleslayer, The Locksmith (Harrow),

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points: 0/0
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Feel free to use my 3 blessing(s).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zae, Shortsword (Core), Sands of the Hour, Kukri (PT), Red Leathers, Orison, Burglar (Core), Thieves' Tools (Core), Spider Venom
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Diplomacy: Charisma +2
    Acrobatics: Dexterity +2 (Quang displayed)

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:

    At the start of the scenario, display any 1 devil form (□ or 2 devil forms). Once per turn, when a local character suffers damage from a bane, display a new monster next to a displayed devil form.
    On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
    When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
    You may evade your encounter. (Quang displayed)
    When you acquire a boon, you may display it next to Quang. (Quang displayed)
    On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)


    Start at Storehouse.

    Add Harrow blessing to my hand: The Dance
    Use reward power to discard a new harrow blessing: The Forge.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d6
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8
    Perception +1
    CHARISMA d6

    Powers
    HAND SIZE 5 ☐ 6
    For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 (☐ 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 ☐ 4 ☐ 5
    BLESSING 7 ☐ 8 ☐ 9 ☐ 10

    Hand: Kukri, Spiked Gauntlet, Bat, Mouse, Orison, Sands Of The Hour, The Dance
    Displayed: 0
    Deck: 9 Discard: 1 Buried: 0
    Hero Points: 0 Shirt Reroll Available (CCT-1A): Yes
    Notes: At the start of each scenario, after drawing staring hands, you mauy discard a new Harrow blessing.
    Harrow: The Dance

    Bat:
    Bat
    Ally 0

    Traits
    Animal

    Checks
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.

    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Mouse:
    Mouse
    Ally 0

    Traits
    Animal

    Powers
    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.

    Orison:
    Orison
    Blessing 0

    Traits
    Divine

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Sands Of The Hour:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    The Dance:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Checks
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.
    On another character’s check, discard to bless twice.
    Discard to explore


    Hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. Discard Sands Of The Hour.

    Move to Fishery.

    Examine top two and encounter 1: Shortbow and Dire Boar. Short bow banished, Boar shuffled back in.

    Discard Mouse to explore.
    Examine top two and encounter 1
    Card 1: 1d9 + 1 ⇒ (5) + 1 = 6: Flanking Attack
    Card 2: 1d9 + 1 ⇒ (8) + 1 = 9: Ghoul
    Encounter Ghoul.
    Recharge Kukri for Acro +d6+d4. Recharge Orison to bless.
    Combat 11+##=13: 1d6 + 2 + 1d6 + 1d4 + 1d6 ⇒ (6) + 2 + (4) + (4) + (1) = 17 Defeated.

    Discard Bat to explore.
    Examine top two and encounter 1
    Card 1 (not 6): 1d9 + 1 ⇒ (3) + 1 = 4: Chemist
    Card 2 (not 6): 1d9 + 1 ⇒ (6) + 1 = 7: Gem Of Physical Prowess
    Encounter Chemist.
    Discard The Dance for BA Acid damage.
    Angban plays The Rabbit Prince, and Cogsnap plays Blessing of the Elements. Reveal Spiked Gauntlet for +1
    Combat 11+##=13: 1d8 + 1 + 1d8 + 1d8 + 1 ⇒ (7) + 1 + (1) + (7) + 1 = 17 Reroll a 7.
    Combat 11+##=13: 1d8 + 1 + 1 + 7 + 1 ⇒ (8) + 1 + 1 + 7 + 1 = 18

    Close: Jigsaw Shark.
    Radovan blesses. Reload Spiked Gauntlet for +d4+1.
    Combat 11: 1d8 + 1 + 1d8 + 1d4 + 1 ⇒ (3) + 1 + (5) + (4) + 1 = 14 Defeated.
    Move to Storehouse.

    End of turn, draw up to 5+1.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d6
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8
    Perception +1
    CHARISMA d6

    Powers
    HAND SIZE 5 ☐ 6
    For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 (☐ 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 ☐ 4 ☐ 5
    BLESSING 7 ☐ 8 ☐ 9 ☐ 10

    Hand: Rapier, Shining Wayfinder, Spiked Gauntlet, Thieves' Tools, Burglar, Incitation
    Displayed: 0
    Deck: 6 Discard: 5 Buried: 0
    Hero Points: 0 Shirt Reroll Available (CCT-1A): Yes
    Notes: At the start of each scenario, after drawing staring hands, you mauy discard a new Harrow blessing.
    Harrow: The Dance

    Burglar:
    Burglar
    Ally 0

    Traits
    Trigger
    Human
    Rogue

    Checks
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    During This Scenario: Curse 1*: Haunted Fortunes
    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Monster 2
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Aberration
    Aquatic

    Check
    Combat
    11

    Powers
    If this monster would be defeated, reroll.

    Monster 3
    Spoiler:
    Spider Swarm
    Monster 1

    Traits
    Vermin
    Swarm

    Check
    Combat
    10

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Monster 4
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Monster 5
    Spoiler:
    Dire Boar
    Monster 1

    Traits
    Animal

    Check
    Combat
    10
    THEN
    Combat
    11

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    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.

    Barrier 2
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    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.

    Barrier 3
    Spoiler:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Barrier 4
    Spoiler:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    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.

    Barrier 5
    Spoiler:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

    Powers
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    Longbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Weapon 2
    Spoiler:
    Snakebite Dagger
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    7

    Powers
    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.

    Weapon 3
    Spoiler:
    Earthbreaker
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 4
    Spoiler:
    Shortbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    Stealth
    5

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character’s combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 2
    Spoiler:
    Remove Disease
    Spell 1

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Spell 3
    Spoiler:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spell 5
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 3
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    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.

    Armor 4
    Spoiler:
    Half-plate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 5
    Spoiler:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Plague Mask
    Item 0

    Traits
    Accessory

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Item 2
    Spoiler:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Item 3
    Spoiler:
    Blast Stone
    Item 0

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Item 4
    Spoiler:
    Spiked Gauntlet
    Item 0

    Traits
    Accessory
    Piercing

    Check
    Strength
    Melee
    4

    Powers
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Item 5
    Spoiler:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Random Allies:
    Ally 1
    Spoiler:
    Gentleman Explorer
    Ally 1

    Traits
    Trigger
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    8
    OR
    Knowledge
    5

    Powers
    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.

    Ally 2
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Ally 3
    Spoiler:
    Tinker
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Disable
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Pig
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Ally 5
    Spoiler:
    Card Caster
    Ally 0

    Traits
    Human
    Magus
    Harrow

    Check
    Intelligence
    Knowledge
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Courtesan
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.

    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.

    Blessing 3
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessing 4
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    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.

    Blessing 5
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    Turn: 2 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: Gozreh’s Growth - When this is the hour: On your check against an Animal or Elemental card, add 1d4.

    Top Blessing:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Animal or Elemental card, add 1d4.

    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.


    Blessings Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 Radovan)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 2 (Turn 4 Angban)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Blessings Deck Card 3 (Turn 5 Ezren)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 4 (Turn 6 Sajan)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Blessings Deck Card 5 (Turn 7 Cogsnap)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 6 (Turn 8 Radovan)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 7 (Turn 9 Angban)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 8 (Turn 10 Ezren)
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    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.

    Blessings Deck Card 9 (Turn 11 Sajan)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Blessings Deck Card 10 (Turn 12 Cogsnap)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 11 (Turn 13 Radovan)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 12 (Turn 14 Angban)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Blessings Deck Card 13 (Turn 15 Ezren)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 14 (Turn 16 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 15 (Turn 17 Cogsnap)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 16 (Turn 18 Radovan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 17 (Turn 19 Angban)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 18 (Turn 20 Ezren)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 19 (Turn 21 Sajan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 20 (Turn 22 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 21 (Turn 23 Radovan)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Blessings Deck Card 22 (Turn 24 Angban)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 23 (Turn 25 Ezren)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 24 (Turn 26 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 25 (Turn 27 Cogsnap)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 26 (Turn 28 Radovan)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    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.

    Blessings Deck Card 27 (Turn 29 Angban)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 28 (Turn 30 Ezren)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    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.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

    Boat Card 1:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Boat Card 2:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Boat Card 3:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Boat Card 4:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Boat Card 5:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 6:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Boat Card 7:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Boat Card 8:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    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.

    Boat Card 9:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Boat Card 10:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Fishery
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:1

    Reading Room Card 1:
    Gaedren Lamm And Gobblegut
    Story Bane Monster 0

    Traits
    Human
    Rogue
    And
    Animal
    Aquatic

    Check
    Combat
    13
    OR
    Survival
    8
    THEN
    Combat
    12

    Powers
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Reading Room Card 2:
    Sanctuary
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Reading Room Card 3:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Reading Room Card 4:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Reading Room Card 5:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    8+##

    Powers
    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.

    Reading Room Card 6:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    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.

    Reading Room Card 7:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Reading Room Card 8:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Reading Room Card 9:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Reading Room Card 10:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1

    Alley Card 1:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Alley Card 2:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    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.

    Alley Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Alley Card 4:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Alley Card 5:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    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.

    Alley Card 6:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Alley Card 7:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    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.

    Alley Card 8:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    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.

    Alley Card 9:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Alley Card 10:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1

    Docks Card 1:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Docks Card 2:
    Kukri
    Weapon 0

    Traits
    Knife
    Melee
    Slashing
    Finesse

    Check
    Strength
    Acrobatics
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Docks Card 3:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    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.

    Docks Card 4:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Docks Card 5:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Docks Card 6:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Docks Card 7:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Docks Card 8:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    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.

    Docks Card 9:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks Card 10:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Office
    Traits: Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:0 Ba:3 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1

    Office Card 1:
    Guide
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    5

    Powers
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Office Card 2:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    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.

    Office Card 3:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    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 4:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Office Card 5:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    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.

    Office Card 6:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Office Card 7:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Office Card 8:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Office Card 9:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Office Card 10:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Storehouse
    Traits: Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
    Located here: Radovan, Cogsnap, Ezren, Angban, Sajan

    Storehouse Card 1:
    Wolf Pack
    Monster 0

    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Storehouse Card 2:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    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.

    Storehouse Card 3:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Storehouse Card 4:
    Rapier
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    5

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Storehouse Card 5:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Storehouse Card 6:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Storehouse Card 7:
    Crowbar
    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    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.

    Storehouse Card 8:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    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.

    Storehouse Card 9:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Storehouse Card 10:
    Light Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.


  • Cogsnap's Deck Manager

    Off turn: Discard Blessing of the Elements for Sajan's check.

    Start of turn: The hour of Gozreh's Growth
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    Remain at Storehouse

    Explore:

    Wolf Pack:
    Monster 0
    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Banish Anesthetizing Slime to ignore BA power.
    Banish Noxious Bomb to use Craft skill, recharge Blessing of the Elements to bless.
    Combat 11: 2d10 + 2 + 2d6 ⇒ (6, 5) + 2 + (6, 3) = 22 defeated
    Discard Blast Stone to draw an Alchemical or Liquid Item from the box: Blast Stone (Item 0) - lol

    Display Clockwork Spy to examine and optionally explore:

    Full Plate:
    Armor 1
    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    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.

    Choose not to explore.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient clinking of bottles
    "That bastard Lamm has hijacked my shipments for the last time. These little daisies should take care of..." distant howling
    "Eh? COME FOR A TASTE OF MY INGREDIENTS AGAIN, HAVE YA? HAVE A TASTE OF THIS!"
    distant smashing of glass
    "heeheeheehaHAHA!" cough "NOT SO APPETIZING, IS IT?" cough hack wretch

    End turn and attempt to recover all cards in Recovery pile.
    Anesthetizing Slime: Craft 7: 1d10 + 2 ⇒ (8) + 2 = 10 -> Anesthetizing Slime recharged - Discard Blast Stone.
    Noxious Bomb: Craft 7: 1d10 + 2 ⇒ (10) + 2 = 12 -> Noxious Bomb recharged.

    Reset hand.

    Cogsnap the Unbleached wrote:

    Hand: Heavy Crossbow, Blowgun, Brilliance, Elixir of Healing, Alchemist's Fire, Acid Flask, The Avalanche (Harrow),

    Displayed: Clockwork Spy,
    Deck: 6 Discard: 3 Buried: 0
    Current Location: Storehouse
    Hero Points (Available): 0
    NOTES:
    Available Support: Heavy Crossbow discards to add 1d8 to distant combat check.
    Other: Dice Re-Roll Used for 1*?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Incitation, Armored Coat, Clockwork Butterfly
    Recharged: Blessing of the Elements 1, Anesthetizing Slime, Noxious Bomb,
    Discard Pile: Blessing of the Elements 2, Blast Stone, Blast Stone (acquired),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Disable: Dexterity +3
    Ranged: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +1
    Craft: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Alchemical
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard (□ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box


    Deck Handler for CotCT Radovan

    OFF-TURN ACTIONS: Sajans turn - Discard Blessing of the Elements to bless
    Hourglass Discard: Abadar’s Law
    WHEN THIS IS THE HOUR: On your check to close or to guard, add 1d4.
    Move: Move to the Office

    Explore: Guide
    Diplomacy 5: 1d8 + 2 ⇒ (1) + 2 = 3 Well....looks like the dice still hate me.

    Discard Appleslayer to examine top card of my location. then i may explore.
    Examine: Returning Throwing Axe
    Radovan chooses to encounter it. Recharge Archer for a d4. Scenario adds another d4.
    Dexterity 10: 1d8 + 2d4 ⇒ (6) + (1, 4) = 11
    Huzzah! Will keep in my hand if cogsnap wants it. If not, I will display next to Quang. Will update hand post to reflect this if Cogsnap wants it. Below post is assuming he doesn't.

    Display Returning Throwing Axe (1) next to Quang.

    Recharging Magnifying Glass to examine top 2 cards of my deck - Sands of the Hour, Burglar. Choosing not to shuffle deck.

    Radovan wrote:

    Hand: Rapier (Core), Blessing of the Ancients, The Locksmith (Harrow), Sands of the Hour, Burglar (Core),

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Office
    Hero Points: 0/0
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Feel free to use my 3 blessing(s).
    Other: Cards displayed next to Quang: Returning Throwing Axe (1)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thieves' Tools (Core), Red Leathers, Shortsword (Core), Orison, Kukri (PT), Zae, Spider Venom
    Recharged: Archer (Core), Magnifying Glass (Core),
    Discard Pile: Blessing of the Elements, Appleslayer,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Diplomacy: Charisma +2
    Acrobatics: Dexterity +2 (Quang displayed)

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:

    At the start of the scenario, display any 1 devil form (□ or 2 devil forms). Once per turn, when a local character suffers damage from a bane, display a new monster next to a displayed devil form.
    On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
    When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
    You may evade your encounter. (Quang displayed)
    When you acquire a boon, you may display it next to Quang. (Quang displayed)
    On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    During This Scenario: Curse 1*: Haunted Fortunes
    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
  • Markers: 1
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Spider Swarm
    Monster 1

    Traits
    Vermin
    Swarm

    Check
    Combat
    10

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Monster 2
    Spoiler:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

    Powers
    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.

    Monster 3
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Aberration
    Aquatic

    Check
    Combat
    11

    Powers
    If this monster would be defeated, reroll.

    Monster 4
    Spoiler:
    Plaguebearer
    Monster 1

    Traits
    Aberration
    Disease

    Check
    Combat
    15

    Powers
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.

    Monster 5
    Spoiler:
    Dire Boar
    Monster 1

    Traits
    Animal

    Check
    Combat
    10
    THEN
    Combat
    11

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    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.

    Barrier 2
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Barrier 3
    Spoiler:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    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.

    Barrier 4
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    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.

    Barrier 5
    Spoiler:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Mace
    Weapon 0

    Traits
    Mace
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 2
    Spoiler:
    Snakebite Dagger
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    7

    Powers
    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.

    Weapon 3
    Spoiler:
    Longbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Weapon 4
    Spoiler:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

    Powers
    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.

    Weapon 5
    Spoiler:
    Scythe
    Weapon 0

    Traits
    Scythe
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    9

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

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

    Spell 2
    Spoiler:
    Invisibility
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Spell 3
    Spoiler:
    Detect Evil
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    Force Missile
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4.
    On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 5
    Spoiler:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Freely display at a location. While displayed:
    • On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
    • When this location is closed, banish.

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

    Random Armors:
    Armor 1
    Spoiler:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Armor 3
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 5
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Flame Staff
    Item 0

    Traits
    Staff
    Magic
    Attack
    Fire

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    Item 2
    Spoiler:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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

    Item 3
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Bury to draw the hour. You may not play this during an encounter.

    Item 4
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    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.

    Item 5
    Spoiler:
    Boots Of Friendly Terrain
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Random Allies:
    Ally 1
    Spoiler:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Ally 2
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Ally 3
    Spoiler:
    Frog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Ally 4
    Spoiler:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    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.

    Ally 5
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Random Blessings:
    Blessing 1
    Spoiler:
    The Courtesan
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.

    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.

    Blessing 2
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would recharge a Magic boon, discard it instead.

    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.

    Blessing 3
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    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.

    Blessing 4
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    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.

    Blessing 5
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Turn: 4 Angban/eddiephlash

    Top of Blessing Discard Pile: Cayden Cailean’s Revelry - When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Top Blessing:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Ezren)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 2 (Turn 6 Sajan)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Blessings Deck Card 3 (Turn 7 Cogsnap)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 4 (Turn 8 Radovan)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 5 (Turn 9 Angban)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 6 (Turn 10 Ezren)
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    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.

    Blessings Deck Card 7 (Turn 11 Sajan)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Blessings Deck Card 8 (Turn 12 Cogsnap)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 9 (Turn 13 Radovan)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 10 (Turn 14 Angban)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Blessings Deck Card 11 (Turn 15 Ezren)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 12 (Turn 16 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 13 (Turn 17 Cogsnap)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 14 (Turn 18 Radovan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 15 (Turn 19 Angban)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 16 (Turn 20 Ezren)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 17 (Turn 21 Sajan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 18 (Turn 22 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 19 (Turn 23 Radovan)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Blessings Deck Card 20 (Turn 24 Angban)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 21 (Turn 25 Ezren)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 22 (Turn 26 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 23 (Turn 27 Cogsnap)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 24 (Turn 28 Radovan)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    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.

    Blessings Deck Card 25 (Turn 29 Angban)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 26 (Turn 30 Ezren)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    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.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

    Boat Card 1:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Boat Card 2:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Boat Card 3:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Boat Card 4:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Boat Card 5:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 6:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Boat Card 7:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Boat Card 8:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    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.

    Boat Card 9:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Boat Card 10:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Fishery
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:1

    Reading Room Card 1:
    Gaedren Lamm And Gobblegut
    Story Bane Monster 0

    Traits
    Human
    Rogue
    And
    Animal
    Aquatic

    Check
    Combat
    13
    OR
    Survival
    8
    THEN
    Combat
    12

    Powers
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Reading Room Card 2:
    Sanctuary
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Reading Room Card 3:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Reading Room Card 4:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Reading Room Card 5:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    8+##

    Powers
    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.

    Reading Room Card 6:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    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.

    Reading Room Card 7:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Reading Room Card 8:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Reading Room Card 9:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Reading Room Card 10:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1

    Alley Card 1:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Alley Card 2:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    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.

    Alley Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Alley Card 4:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Alley Card 5:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    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.

    Alley Card 6:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Alley Card 7:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    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.

    Alley Card 8:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    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.

    Alley Card 9:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Alley Card 10:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1

    Docks Card 1:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Docks Card 2:
    Kukri
    Weapon 0

    Traits
    Knife
    Melee
    Slashing
    Finesse

    Check
    Strength
    Acrobatics
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Docks Card 3:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    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.

    Docks Card 4:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Docks Card 5:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Docks Card 6:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Docks Card 7:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Docks Card 8:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    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.

    Docks Card 9:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks Card 10:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Office
    Traits: 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:0 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Radovan,

    Office Card 1:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    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 2:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Office Card 3:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    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.

    Office Card 4:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Office Card 5:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Office Card 6:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Office Card 7:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Office Card 8:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Storehouse
    Traits: Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Cogsnap, Ezren, Angban, Sajan

    Storehouse Card 1:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Storehouse Card 2:
    Rapier
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    5

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Storehouse Card 3:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Storehouse Card 4:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Storehouse Card 5:
    Crowbar
    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    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.

    Storehouse Card 6:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    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.

    Storehouse Card 7:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Storehouse Card 8:
    Light Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.


  • Missed Lamm's Lamb:
    Using Cogsnap's blessing (having previously used the crossbow instead)
    Fort 8: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9 Defeated.


    Lvl 3 Gunslinger. Deck Handler

    Rabbit Prince discarded for Sajan's chemist encounter. Draw a card since its my harrow: Blessing of Alkenstar

    Start turn, hour is Cayden Cailean’s Revelry. Move to the Docks. Explore card 1: Spyglass.
    Wis 6: 1d6 ⇒ 5

    Discard alkenstar to explore card 2: Kukri.
    Str 4: 1d8 ⇒ 6 Acquired!

    Discard BotG to explore card 3: Acid-spraying Skull.
    Dex 4: 1d8 ⇒ 7 Defeated!

    End turn. Reset hand, discarding Kukri and drawing 2

    Angban wrote:

    Hand: Buckler Gun, Pistol +1, Musket, Dragon Pistol,

    Displayed: Hide Armor,
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Docks
    Hero Points: 0
    NOTES:
    Available Support: Happy to recharge Dragon Pistol for d6 to a local combat check
    Other: Shirt reroll available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Calistria, Hand Cannon, Powder Horn, Master Gunner, Scale Mail, Alchemical Cartridges, Flare Shot, Blunderbuss
    Recharged:
    Discard Pile: The Rabbit Prince, Blessing of Alkenstar, Blessing of the Gods, Kukri,
    Buried Pile:

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

    Traits: Dwarf, Gunslinger
    Favored Card: Armor or Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Armors, Weapons
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
    ☐ Gain the skill Craft: Intelligence +3.


    Deck Handler Desired Upgrades

    Sands Of The Hour: No effect. Examine the top card of my deck: Mist Horn (Core) not a spell.

    Storehouse Card 1: Covering Heavy Shield:

    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    constitution 6 recharging Infernal Healing to add 1d4 vs magic: 2d4 ⇒ (1, 3) = 4

    Discard Cat (Core) to explore.

    Storehouse Card 2: Rapier:

    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Check
    Strength
    Acrobatics
    Melee
    5

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    strength 5: 1d6 ⇒ 1

    Recharge Acid Burst to examine Storehouse Card 3: Shrieky Plant. Trigger When examined, encounter this barrier.

    Storehouse Card 3: Shrieky Plant:

    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.[/ooc]

    Can;t pass those checks unaided so summoning and encountering random monster #1.

    [spoiler=Spider Swarm]
    Monster 1

    Traits
    Vermin
    Swarm

    Check
    Combat
    10

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    combat 10 -4 displaying Enhance for intelligence, casting Lightning Touch (Core): 1d12 + 2d4 + 4 ⇒ (2) + (3, 2) + 4 = 11

    Shrieky Plant is banished. Discard The Juggler (Harrow) to explore. Draw a card: Mist Horn (Core).

    Storehouse Card 4: Bracers Of Protection:

    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    arcane 5: 1d12 + 4 ⇒ (5) + 4 = 9

    Recharge Fiery Glare (Core) to examine Storehouse Card 5: Crowbar. Recharge Bracers Of Protection to explore.

    Storehouse Card 5: Crowbar:

    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    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.

    strength 3: 1d6 ⇒ 3

    Ezren ends their turn. Enhance goes to recovery.

    Ezren attempts to recover all cards in their Recovery pile.
    Lightning Touch (Core): Arcane 6: 1d12 + 2 ⇒ (11) + 2 = 13 -> Lightning Touch (Core) recharged.
    Enhance: Arcane 7: 1d12 + 2 ⇒ (12) + 2 = 14 -> Enhance recharged.

    Ezren resets their hand.

    Ezren wrote:

    Hand: Force Missile (Core), Mist Horn (Core), Gem of Mental Acuity (Core), Crowbar, Soothing Word (2), Spellbook (Core),

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    "Current Location: Storehouse
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soothing Word, Flame Staff (Core), Leech, Harrowstrike
    Recharged: Infernal Healing, Acid Burst, Fiery Glare (Core), Bracers Of Protection, Lightning Touch (Core), Enhance,
    Discard Pile: The Snakebite, Cat (Core), The Juggler (Harrow),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Arcane Intelligence +2
    Craft Intelligence +1
    "Knowledge Intelligence +2"

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.

    Storehouse cards 1 - 3 banished. Cards 4 and 5 acquired.

    Used random monster #1.


    Hour: On your check against a spell, add 1d4.

    Move to Reading Room.

    Explore: Gaedren Lamm And Gobblegut
    Lamm's Lamb first.
    Recharge Burglar to add a d6. +1 from a closed location.
    Fort 8: 1d6 + 2 + 1d6 + 1 ⇒ (4) + 2 + (3) + 1 = 10 Defeated.
    Bot guard checks.
    Angban at the Docks Fort 5+#=6: 1d10 + 3 ⇒ (6) + 3 = 9
    Radovan at the Office Diplo 5+#=6: 1d8 + 2 ⇒ (7) + 2 = 9
    Back to the villain.
    BA Acro 6: 1d8 + 2 ⇒ (6) + 2 = 8 Success, no damage. Could evade, but not worth it.
    Reload Rapier for the first check. Recharge Incitation to bless.
    Combat 13: 1d8 + 2 + 1d6 + 1d4 + 1d8 ⇒ (2) + 2 + (6) + (4) + (4) = 18
    Rechare Thieves' Tools to use char power on the second check. Reload Spiked Gauntlet for +d4+1.
    Combat 12: 1d8 + 2 + 1d6 + 1d4 + 1 ⇒ (4) + 2 + (1) + (3) + 1 = 11 Shirt reroll the d6.
    Combat 12: 4 + 2 + 1d6 + 3 + 1 ⇒ 4 + 2 + (2) + 3 + 1 = 12 Defeated.

    Reading Room closes.
    Heal a blessing 1d3 ⇒ 2: Sands of the Hour.
    Move to Storehouse.
    Draw up to 5+1

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d6
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8
    Perception +1
    CHARISMA d6

    Powers
    HAND SIZE 5 ☐ 6
    For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 (☐ 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 ☐ 4 ☐ 5
    BLESSING 7 ☐ 8 ☐ 9 ☐ 10

    Hand: Shining Wayfinder, Spiked Gauntlet, Thieves' Tools, Burglar, Sands Of The Hour, The Real Rabbit Prince
    Displayed: 0
    Deck: 7 Discard: 4 Buried: 0
    Hero Points: 0 Shirt Reroll Available (CCT-1A): No
    Notes: At the start of each scenario, after drawing staring hands, you mauy discard a new Harrow blessing.
    Harrow: The Dance

    Burglar:
    Burglar
    Ally 0

    Traits
    Trigger
    Human
    Rogue

    Checks
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Sands Of The Hour:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    The Real Rabbit Prince:
    The Real Rabbit Prince
    Blessing 1

    Traits
    Promo
    Suit:Keys
    Harrow
    Veteran

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    During This Scenario: Curse 1*: Haunted Fortunes
    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
  • Markers: 2
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

    Powers
    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.

    Monster 2
    Spoiler:
    Dire Boar
    Monster 1

    Traits
    Animal

    Check
    Combat
    10
    THEN
    Combat
    11

    Powers
    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.

    Monster 3
    Spoiler:
    Demonling
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    8
    OR
    Arcane
    Knowledge
    6

    Powers
    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.

    Monster 4
    Spoiler:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Monster 5
    Spoiler:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    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.

    Barrier 2
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    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.

    Barrier 3
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    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.

    Barrier 4
    Spoiler:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Barrier 5
    Spoiler:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Random Weapons:
    Weapon 1
    Spoiler:
    Mace
    Weapon 0

    Traits
    Mace
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 2
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Throwing Axe
    Weapon 0

    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    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.

    Weapon 4
    Spoiler:
    Quarterstaff
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    4

    Powers
    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.

    Weapon 5
    Spoiler:
    Sword Cane
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    Finesse

    Check
    Strength
    Melee
    Stealth
    6

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    Random Spells:
    Spell 1
    Spoiler:
    Acid Burst
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 2
    Spoiler:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 3
    Spoiler:
    Lightning Touch
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 4
    Spoiler:
    Magic Eye
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    7

    Powers
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Spell 5
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    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.

    Armor 2
    Spoiler:
    Chain Shirt
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 3
    Spoiler:
    Magic Leather Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    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.

    Armor 5
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Spider Venom
    Item 0

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    6

    Powers
    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.

    Item 2
    Spoiler:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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

    Item 3
    Spoiler:
    Boots Of Friendly Terrain
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Item 4
    Spoiler:
    Token Of Remembrance
    Item 0

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Item 5
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Ally 2
    Spoiler:
    Priest Of Pharasma
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Ally 3
    Spoiler:
    Bodyguard
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Fortitude
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Ally 5
    Spoiler:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Ranged check is blessed.

    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.

    Blessing 3
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 4
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    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.

    Blessing 5
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Turn: 7 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.

    Top Blessing:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Radovan)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 2 (Turn 9 Angban)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 3 (Turn 10 Ezren)
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    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.

    Blessings Deck Card 4 (Turn 11 Sajan)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Blessings Deck Card 5 (Turn 12 Cogsnap)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 6 (Turn 13 Radovan)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 7 (Turn 14 Angban)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Blessings Deck Card 8 (Turn 15 Ezren)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 9 (Turn 16 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 10 (Turn 17 Cogsnap)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 11 (Turn 18 Radovan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 12 (Turn 19 Angban)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 13 (Turn 20 Ezren)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 14 (Turn 21 Sajan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 15 (Turn 22 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 16 (Turn 23 Radovan)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Blessings Deck Card 17 (Turn 24 Angban)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 18 (Turn 25 Ezren)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 19 (Turn 26 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 20 (Turn 27 Cogsnap)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 21 (Turn 28 Radovan)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    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.

    Blessings Deck Card 22 (Turn 29 Angban)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 23 (Turn 30 Ezren)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    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.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:2
    Notes: possible villain

    Boat Card 1:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Boat Card 2:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    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.

    Boat Card 3:
    Gaedren Lamm And Gobblegut
    Story Bane Monster 0

    Traits
    Human
    Rogue
    And
    Animal
    Aquatic

    Check
    Combat
    13
    OR
    Survival
    8
    THEN
    Combat
    12

    Powers
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 4:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Boat Card 5:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Boat Card 6:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Boat Card 7:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Boat Card 8:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Boat Card 9:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 10:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Boat Card 11:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Fishery
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
    Notes: possible villain

    Alley Card 1:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    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.

    Alley Card 2:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Alley Card 3:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    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.

    Alley Card 4:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Alley Card 5:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Alley Card 6:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Alley Card 7:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Alley Card 8:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Alley Card 9:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    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.

    Alley Card 10:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    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.

    Alley Card 11:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Angban,

    Docks Card 1:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Docks Card 2:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Docks Card 3:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Docks Card 4:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Docks Card 5:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    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.

    Docks Card 6:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks Card 7:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Office
    Traits: 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:0 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Radovan,

    Office Card 1:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    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 2:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Office Card 3:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    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.

    Office Card 4:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Office Card 5:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Office Card 6:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Office Card 7:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Office Card 8:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Storehouse
    Traits: Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
    Located here: Cogsnap, Ezren, Sajan
    Notes: possible villain

    Storehouse Card 1:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Storehouse Card 2:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    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.

    Storehouse Card 3:
    Light Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Storehouse Card 4:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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


  • Cogsnap's Deck Manager

    Off turn: Discard Heavy Crossbow for Sajan's check against Lamm's Lamb. Drew Armored Coat in its place at end of turn reset last turn.

    Start of turn: Sands of the Hour
    When this is the hour: No effect.
    Use Elixir of Healing but place Alchemist's Fire in recovery.
    Heal Sajan: 1d4 + 1 ⇒ (4) + 1 = 5
    Place Elixir of Healing in recovery.
    Heal Cogsnap: 1d4 + 1 ⇒ (1) + 1 = 2 Blessing of the Elements 2, Blast Stone
    Display Armored Coat.
    Move to Boat

    Explore:

    Sneak:
    Monster 0
    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Auto-fail BA check. Discard Acid Flask.
    Discard The Avalanche to double bless. For playing Harrow, draw a card: Blessing of the Elements.
    Reveal Blowgun to use Ranged skill.
    Combat 9+##=11: 3d8 + 1 + 1d4 ⇒ (8, 8, 8) + 1 + (4) = 29 Wow, max! Defeated & banish.
    Discard Blowgun to draw Liquid or Alchemical item from the vault: Spider Venom.

    End turn. Attempt to recover all cards in Recovery pile. Display Brilliance to add 3.
    Alchemist's Fire: Craft 7: 1d10 + 5 ⇒ (10) + 5 = 15 -> Alchemist's Fire recharged.
    Elixir of Healing: Craft 6: 1d10 + 5 ⇒ (9) + 5 = 14 -> Elixir of Healing recharged.
    Reset hand.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient clinking of bottles
    "So, you take this one... WAIT... no, this one. Ok, then I will take this one. And.... actually, let's switch. Ok, bottoms up!"

    Cogsnap the Unbleached wrote:

    Hand: Blast Stone, Clockwork Butterfly, Anesthetizing Slime, Incitation, Blessing of the Elements 2, Spider Venom (acquired),

    Displayed: Clockwork Spy, Armored Coat, Brilliance,
    Deck: 4 Discard: 5 Buried: 0
    Current Location: Boat
    Hero Points (Available): 0
    NOTES:
    Available Support: Heavy Crossbow discards to add 1d8 to distant combat check.
    Other: Dice Re-Roll Used for 1*?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements 1, Noxious Bomb
    Recharged: Elixir of Healing, Alchemist's Fire,
    Discard Pile: The Avalanche (Harrow), Blowgun, Blast Stone (acquired), Heavy Crossbow, Acid Flask,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Disable: Dexterity +3
    Ranged: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +1
    Craft: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Alchemical
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard (□ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box


    Deck Handler for CotCT Radovan

    Hourglass Discard: The Bear
    WHEN THIS IS THE HOUR: On your Strength check, add 2.

    Explore: Cutpurse Gang

    BYA: each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card. - No other local characters so skipped.
    Stealth 5: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10

    Discard Sands of the Hour to examine, then may explore.

    Examine: Teamster
    Choosing to encounter
    Diplomacy 5: 1d8 + 2 ⇒ (3) + 2 = 5
    Acquired. Discarding to explore.

    Explore: Spiked Volley
    recharge burglar to add a d6, d4 is from scenario
    Disable 9: 1d8 + 2 + 1d6 + 1d4 ⇒ (2) + 2 + (2) + (2) = 8 sigh, using shirt reroll on the d8...
    Disable 9: 1d8 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9

    I think I will stop tempting the rng dice gods there and stop here.

    Radovan wrote:

    Hand: Rapier (Core), Blessing of the Ancients, The Locksmith (Harrow), Orison, Kukri (PT),

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Office
    Hero Points: 0/0
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my 3 blessing(s).
    Other: Cards displayed next to Quang: Returning Throwing Axe (1)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shortsword (Core), Spider Venom, Thieves' Tools (Core), Zae, Red Leathers
    Recharged: Archer (Core), Magnifying Glass (Core), Burglar (Core),
    Discard Pile: Blessing of the Elements, Appleslayer, Sands of the Hour, Teamster,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Diplomacy: Charisma +2
    Acrobatics: Dexterity +2 (Quang displayed)

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:

    At the start of the scenario, display any 1 devil form (□ or 2 devil forms). Once per turn, when a local character suffers damage from a bane, display a new monster next to a displayed devil form.
    On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
    When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
    You may evade your encounter. (Quang displayed)
    When you acquire a boon, you may display it next to Quang. (Quang displayed)
    On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    During This Scenario: Curse 1*: Haunted Fortunes
    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
  • Markers: 2
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Monster 2
    Spoiler:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Monster 3
    Spoiler:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    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 1d4 cards of your deck.

    Monster 4
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

    Powers
    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.

    Monster 5
    Spoiler:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    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.

    Barrier 2
    Spoiler:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Barrier 3
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Barrier 4
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

    Powers
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Barrier 5
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

    Powers
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Weapon 3
    Spoiler:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

    Powers
    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.

    Weapon 4
    Spoiler:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    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.

    Weapon 5
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

    Random Spells:
    Spell 1
    Spoiler:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spell 2
    Spoiler:
    Fiery Glare
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    7

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Spell 3
    Spoiler:
    Fool’s Gold
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    7

    Powers
    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.

    Spell 4
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    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.

    Spell 5
    Spoiler:
    Force Missile
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4.
    On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    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.

    Armor 3
    Spoiler:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 4
    Spoiler:
    Spiked Breastplate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 5
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Item 2
    Spoiler:
    Crowbar
    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    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.

    Item 3
    Spoiler:
    Blast Stone
    Item 0

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Item 4
    Spoiler:
    Boots Of Friendly Terrain
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Item 5
    Spoiler:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Random Allies:
    Ally 1
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Ally 2
    Spoiler:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

    Powers
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Ally 3
    Spoiler:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Ally 4
    Spoiler:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Ally 5
    Spoiler:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, if no boons are played, it is blessed.

    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.

    Blessing 3
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Animal or Elemental card, add 1d4.

    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.

    Blessing 4
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter an ally.

    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.

    Blessing 5
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    Turn: 9 Angban/eddiephlash

    Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.

    Top Blessing:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Ezren)
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    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.

    Blessings Deck Card 2 (Turn 11 Sajan)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Blessings Deck Card 3 (Turn 12 Cogsnap)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 4 (Turn 13 Radovan)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 5 (Turn 14 Angban)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Blessings Deck Card 6 (Turn 15 Ezren)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 7 (Turn 16 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 8 (Turn 17 Cogsnap)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 9 (Turn 18 Radovan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 10 (Turn 19 Angban)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 11 (Turn 20 Ezren)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 12 (Turn 21 Sajan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 13 (Turn 22 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 14 (Turn 23 Radovan)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Blessings Deck Card 15 (Turn 24 Angban)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 16 (Turn 25 Ezren)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 17 (Turn 26 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 18 (Turn 27 Cogsnap)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 19 (Turn 28 Radovan)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    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.

    Blessings Deck Card 20 (Turn 29 Angban)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 21 (Turn 30 Ezren)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    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.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Cogsnap,
    Notes: possible villain

    Boat Card 1:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    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.

    Boat Card 2:
    Gaedren Lamm And Gobblegut
    Story Bane Monster 0

    Traits
    Human
    Rogue
    And
    Animal
    Aquatic

    Check
    Combat
    13
    OR
    Survival
    8
    THEN
    Combat
    12

    Powers
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 3:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Boat Card 4:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Boat Card 5:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Boat Card 6:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Boat Card 7:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Boat Card 8:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 9:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Boat Card 10:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Fishery
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
    Notes: possible villain

    Alley Card 1:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    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.

    Alley Card 2:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Alley Card 3:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    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.

    Alley Card 4:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Alley Card 5:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Alley Card 6:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Alley Card 7:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Alley Card 8:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Alley Card 9:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    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.

    Alley Card 10:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    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.

    Alley Card 11:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Angban,

    Docks Card 1:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Docks Card 2:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Docks Card 3:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Docks Card 4:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Docks Card 5:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    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.

    Docks Card 6:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks Card 7:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Office
    Traits: Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:0 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Radovan,

    Office Card 1:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Office Card 2:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Office Card 3:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Office Card 4:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Office Card 5:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Storehouse
    Traits: Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
    Located here: Ezren, Sajan
    Notes: possible villain

    Storehouse Card 1:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Storehouse Card 2:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    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.

    Storehouse Card 3:
    Light Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Storehouse Card 4:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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


  • Lvl 3 Gunslinger. Deck Handler

    Start turn, hour is Sands Of The Hour. Explore Docks 1: Armored Coat.
    Fort 3: 1d10 + 3 ⇒ (5) + 3 = 8 Acquired

    Display coat. End turn. Reset hand, discarding pistol +1 and drawing 1.

    Angban wrote:

    Hand: Buckler Gun, Musket, Dragon Pistol, Powder Horn,

    Displayed: Hide Armor, Armored Coat,
    Deck: 7 Discard: 5 Buried: 0
    Current Location: Docks
    Hero Points: 0
    NOTES:
    Available Support: Happy to recharge Dragon Pistol for d6 to a local combat check
    Other: Shirt reroll available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Calistria, Scale Mail, Alchemical Cartridges, Master Gunner, Hand Cannon, Flare Shot, Blunderbuss
    Recharged:
    Discard Pile: The Rabbit Prince, Blessing of Alkenstar, Blessing of the Gods, Kukri, Pistol +1,
    Buried Pile:

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

    Traits: Dwarf, Gunslinger
    Favored Card: Armor or Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Armors, Weapons
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
    ☐ Gain the skill Craft: Intelligence +3.


    Deck Handler Desired Upgrades

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

    Move to Alley.

    Alley Card 1: Skeletal Owlbeast:

    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    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.

    Display Mist Horn (Core) to prevent the BYA dmg. Requesting Incitation from Cogsnap.

    combat 14 casting Force Missile (Core), blessed by Incitation, recharge Crowbar to add 1d4 to a magic check: 2d12 + 3d4 + 3 ⇒ (1, 8) + (2, 2, 4) + 3 = 20

    Cast Soothing Word on myself.

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Force Missile (Core): Arcane 6: 1d12 + 1d4 + 3 ⇒ (8) + (1) + 3 = 12 -> Force Missile (Core) recharged.
    Soothing Word (2): Arcane 11: 1d12 + 1d4 + 3 ⇒ (7) + (2) + 3 = 12 -> Soothing Word (2) recharged.

    Ezren resets their hand.

    Ezren wrote:

    Hand: Bracers Of Protection, Leech, Gem of Mental Acuity (Core), Harrowstrike, Soothing Word, Spellbook (Core),

    Displayed: Mist Horn (Core),
    Deck: 10 Discard: 2 Buried: 0
    "Current Location: Alley
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2. (Displayed at Alley)
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Burst, The Snakebite, Enhance, Fiery Glare (Core), Infernal Healing, Lightning Touch (Core), Flame Staff (Core), Crowbar
    Recharged: Force Missile (Core), Soothing Word (2),
    Discard Pile: Cat (Core), The Juggler (Harrow),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Arcane Intelligence +2
    Craft Intelligence +1
    "Knowledge Intelligence +2"

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.

    Alley card 1 banished.
    Mist Horn (Core) displayed at Alley.

    Discarded Cogsnap's Incitation.


    Off-turn: Heal all 4 cards. Thanks!

    Hour: The Real Rabbit Prince: At the start of your turn, draw this card. Nice!
    Hour: The Keep: When you would discard or bury an armor you play, you may recharge it instead.

    Explore Storehouse: Sarenrae’s Light That means the villain is not here.
    Wisdom 4+#=6: 1d8 ⇒ 2 Banished.

    Discard Shining Wayfinder to examine Storehouse: Crocodile, and explore.
    +d6 from Wayfinder.
    BA Acro 6: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9 No damage.
    Recharge Thieves' Tools to use Melee +d6, reveal Gauntlet for +1, +d6 from Wayfinder, recharge The Real Rabbit Prince into (C,R,A,E): 1d4 ⇒ 1: Cogsnap's deck to bless.
    Combat 11: 1d8 + 1 + 1d6 + 1 + 1d6 + 1d8 ⇒ (7) + 1 + (5) + 1 + (5) + (3) = 22 Defeated.

    Discard Burglar to examine: Light Crossbow. Its a boon, so explore. Banished.

    Discard The Real Rabbit Prince into (C,R,A,E): 1d4 ⇒ 3: Angban's discards to explore: Thug
    Lamm's Lamb first
    +2 from closed locations, blessed by Rabbit Prince
    Fort 8: 1d8 + 2 + 2 + 1d8 ⇒ (3) + 2 + 2 + (1) = 8
    Thug:
    BA Melee 4+#=5: 1d8 + 1 + 1d8 ⇒ (8) + 1 + (5) = 14 No Damage.
    Reload Spiked Gauntlet to add +d4+1
    Combat 10+##=12: 1d8 + 1 + 1d8 + 1d4 + 1 ⇒ (4) + 1 + (3) + (3) + 1 = 12 Defeated.
    Discard hand (Sands of the Hour) to close.
    Draw two new items: Spyglass and Crowbar. Keep Crowbar.
    Move to Boat.

    Draw up to 5.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d6
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8
    Perception +1
    CHARISMA d6

    Powers
    HAND SIZE 5 ☐ 6
    For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 (☐ 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 ☐ 4 ☐ 5
    BLESSING 7 ☐ 8 ☐ 9 ☐ 10

    Hand: Rapier, Crowbar, Spiked Gauntlet, Orison, Sands Of The Hour
    Displayed: 0
    Deck: 9 Discard: 3 Buried: 1
    Hero Points: 0 Shirt Reroll Available (CCT-1A): No
    Notes: At the start of each scenario, after drawing staring hands, you mauy discard a new Harrow blessing.
    Harrow: The Dance

    Orison:
    Orison
    Blessing 0

    Traits
    Divine

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Sands Of The Hour:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    During This Scenario: Curse 1*: Haunted Fortunes
    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
  • Markers: 3
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Monster 2
    Spoiler:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Monster 3
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Monster 4
    Spoiler:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Monster 5
    Spoiler:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    8+#

    Powers
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Random Barriers:
    Barrier 1
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    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.

    Barrier 2
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

    Powers
    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.

    Barrier 3
    Spoiler:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    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.

    Barrier 4
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

    Powers
    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.

    Barrier 5
    Spoiler:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shortbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    Stealth
    5

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character’s combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Earthbreaker
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 4
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

    Powers
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Dagger
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    3

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    7

    Powers
    For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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

    Spell 2
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    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.

    Spell 3
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    Candlelight
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    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.

    Spell 5
    Spoiler:
    Fiery Glare
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    7

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 2
    Spoiler:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 3
    Spoiler:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 5
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    • When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Item 2
    Spoiler:
    Wand Of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Item 3
    Spoiler:
    Noxious Bomb
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Poison

    Check
    Intelligence
    Craft
    5

    Powers
    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.

    Item 4
    Spoiler:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Item 5
    Spoiler:
    Compass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Random Allies:
    Ally 1
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Ally 2
    Spoiler:
    Merchant
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Ally 3
    Spoiler:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

    Powers
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Ally 4
    Spoiler:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Ally 5
    Spoiler:
    Spider
    Ally 0

    Traits
    Vermin

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessing 2
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, if no boons are played, it is blessed.

    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.

    Blessing 3
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessing 4
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, the first item or ally played is played freely.

    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.

    Blessing 5
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Turn: 12 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: Calistria’s Sting - When this is the hour: You may avenge by discarding a card.

    Top Blessing:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Radovan)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 2 (Turn 14 Angban)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Blessings Deck Card 3 (Turn 15 Ezren)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 4 (Turn 16 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 5 (Turn 17 Cogsnap)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 6 (Turn 18 Radovan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 7 (Turn 19 Angban)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 8 (Turn 20 Ezren)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 9 (Turn 21 Sajan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 10 (Turn 22 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 11 (Turn 23 Radovan)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Blessings Deck Card 12 (Turn 24 Angban)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 13 (Turn 25 Ezren)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 14 (Turn 26 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 15 (Turn 27 Cogsnap)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 16 (Turn 28 Radovan)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    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.

    Blessings Deck Card 17 (Turn 29 Angban)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 18 (Turn 30 Ezren)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    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.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Cogsnap, Sajan
    Notes: possible villain

    Boat Card 1:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    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.

    Boat Card 2:
    Gaedren Lamm And Gobblegut
    Story Bane Monster 0

    Traits
    Human
    Rogue
    And
    Animal
    Aquatic

    Check
    Combat
    13
    OR
    Survival
    8
    THEN
    Combat
    12

    Powers
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 3:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Boat Card 4:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Boat Card 5:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Boat Card 6:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Boat Card 7:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Boat Card 8:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 9:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Boat Card 10:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Fishery
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:1 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Ezren,
    Notes: possible villain

    Alley Card 1:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Alley Card 2:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    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.

    Alley Card 3:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Alley Card 4:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Alley Card 5:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Alley Card 6:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Alley Card 7:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Alley Card 8:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    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.

    Alley Card 9:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    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.

    Alley Card 10:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Angban,

    Docks Card 1:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Docks Card 2:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Docks Card 3:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Docks Card 4:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    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.

    Docks Card 5:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks Card 6:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Office
    Traits: Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:0 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Radovan,

    Office Card 1:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Office Card 2:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Office Card 3:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Office Card 4:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Office Card 5:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Storehouse
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • Lvl 3 Gunslinger. Deck Handler

    TRRP added to my discards. Please use my Dragon pistol if you stop by.

    Angban wrote:

    Hand: Buckler Gun, Musket, Dragon Pistol, Powder Horn,

    Displayed: Hide Armor, Armored Coat,
    Deck: 7 Discard: 6 Buried: 0
    Current Location: Docks
    Hero Points: 0
    NOTES:
    Available Support: Happy to recharge Dragon Pistol for d6 to a local combat check
    Other: Shirt reroll available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blunderbuss, Hand Cannon, Alchemical Cartridges, Master Gunner, Flare Shot, Scale Mail, Blessing of Calistria
    Recharged:
    Discard Pile: The Rabbit Prince, Blessing of Alkenstar, Blessing of the Gods, Kukri, Pistol +1, The Real Rabbit Prince,
    Buried Pile:

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

    Traits: Dwarf, Gunslinger
    Favored Card: Armor or Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Armors, Weapons
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
    ☐ Gain the skill Craft: Intelligence +3.


    Cogsnap's Deck Manager

    Off turn: Discard Incitation for Ezren's check.
    The Real Rabbit Prince recharged into deck from Sajan.

    Start of turn: The hour of Calistria's Sting
    When this is the hour: You may avenge by discarding a card.
    Remain at Boat

    Explore:

    Longspear:
    Weapon 0
    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    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.

    Strength 6: 1d6 ⇒ 1 banished

    Recharge Clockwork Butterfly to examine top card of location: Gaedren Lamm and Gobblegut (Story Bane Monster 0) - not an ally or a blessing so no explore. No good attack options in hand so I will end my turn here.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient clinking of bottles
    [in a hushed whisper]"There you are you filthy cretin... Wait until I inform the others. You'll pay for your crimes this day."

    End turn and reset hand.

    Cogsnap the Unbleached wrote:

    Hand: Blast Stone, Noxious Bomb, Anesthetizing Slime, Blessing of the Elements 1, Blessing of the Elements 2, Spider Venom (acquired),

    Displayed: Clockwork Spy, Armored Coat, Brilliance,
    Deck: 4 Discard: 6 Buried: 0
    Current Location: Boat
    Hero Points (Available): 0
    NOTES:
    Available Support: Heavy Crossbow discards to add 1d8 to distant combat check.
    Other: Dice Re-Roll Used for 1*?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Elixir of Healing, Alchemist's Fire, The Real Rabbit Prince (Sajan's), Clockwork Butterfly,
    Discard Pile: The Avalanche (Harrow), Blowgun, Blast Stone (acquired), Heavy Crossbow, Acid Flask, Incitation,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Disable: Dexterity +3
    Ranged: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +1
    Craft: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Alchemical
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard (□ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box


    Deck Handler for CotCT Radovan

    Hourglass Discard: Sands Of The Hour
    WHEN THIS IS THE HOUR: No effect.

    Explore: Cape Of Escape
    Recharge blessing of the ancients to bless, scenario adds a d4
    Stealth 8: 2d8 + 1d4 + 2 ⇒ (6, 2) + (3) + 2 = 13
    Display Cape of Escape (1) next to devil form - Quang

    discard Orison to explore
    Explore: Mountebank
    scenario adds a d4
    Stealth 6: 1d8 + 1d4 + 2 ⇒ (6) + (1) + 2 = 9

    End turn.

    Radovan wrote:

    Hand: Rapier (Core), Kukri (PT), The Locksmith (Harrow), Red Leathers, Shortsword (Core),

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Current Location: Office
    Hero Points: 0/0
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my 1 blessing(s).
    Other: Cards displayed next to Quang: Returning Throwing Axe (1), Cape of Escape (1)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zae, Thieves' Tools (Core), Spider Venom
    Recharged: Archer (Core), Magnifying Glass (Core), Burglar (Core), Blessing of the Ancients,
    Discard Pile: Blessing of the Elements, Appleslayer, Sands of the Hour, Teamster, Orison,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Diplomacy: Charisma +2
    Acrobatics: Dexterity +2 (Quang displayed)

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:

    At the start of the scenario, display any 1 devil form (□ or 2 devil forms). Once per turn, when a local character suffers damage from a bane, display a new monster next to a displayed devil form.
    On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
    When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
    You may evade your encounter. (Quang displayed)
    When you acquire a boon, you may display it next to Quang. (Quang displayed)
    On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    During This Scenario: Curse 1*: Haunted Fortunes
    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
  • Markers: 3
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Swamp Ooze
    Monster 1

    Traits
    Ooze
    Acid

    Check
    Combat
    9

    Powers
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Monster 2
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Aberration
    Aquatic

    Check
    Combat
    11

    Powers
    If this monster would be defeated, reroll.

    Monster 3
    Spoiler:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Monster 4
    Spoiler:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    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.

    Monster 5
    Spoiler:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Random Barriers:
    Barrier 1
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

    Powers
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Barrier 2
    Spoiler:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Barrier 3
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    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.

    Barrier 4
    Spoiler:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Barrier 5
    Spoiler:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Random Weapons:
    Weapon 1
    Spoiler:
    Quarterstaff
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    4

    Powers
    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.

    Weapon 2
    Spoiler:
    Starknife
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    6

    Powers
    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.

    Weapon 3
    Spoiler:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    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.

    Weapon 4
    Spoiler:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Weapon 5
    Spoiler:
    Giantbane Greataxe
    Weapon 1

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Viper Strike
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spell 2
    Spoiler:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    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.

    Spell 3
    Spoiler:
    Sanctuary
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    Detect Evil
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Armor 3
    Spoiler:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 5
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Plague Mask
    Item 0

    Traits
    Accessory

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Item 2
    Spoiler:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    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.

    Item 3
    Spoiler:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Item 4
    Spoiler:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    • When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Item 5
    Spoiler:
    Wand Of Acid Burst
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Guide
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    5

    Powers
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Ally 2
    Spoiler:
    Korvosan Guard
    Ally 0

    Traits
    Perception
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    6
    OR
    Melee
    Ranged
    5

    Powers
    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.

    Ally 3
    Spoiler:
    Frog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Ally 4
    Spoiler:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Ally 5
    Spoiler:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you move during your move step, bury a card.

    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.

    Blessing 2
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Survival check is blessed.

    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.

    Blessing 3
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    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.

    Blessing 4
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessing 5
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Turn: 14 Angban/eddiephlash

    Top of Blessing Discard Pile: The Inquisitor - When this is the hour: You may not use powers to reroll dice.

    Top Blessing:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Ezren)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 2 (Turn 16 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 3 (Turn 17 Cogsnap)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 4 (Turn 18 Radovan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 5 (Turn 19 Angban)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 6 (Turn 20 Ezren)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 7 (Turn 21 Sajan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 8 (Turn 22 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 9 (Turn 23 Radovan)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Blessings Deck Card 10 (Turn 24 Angban)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 11 (Turn 25 Ezren)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 12 (Turn 26 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 13 (Turn 27 Cogsnap)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 14 (Turn 28 Radovan)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    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.

    Blessings Deck Card 15 (Turn 29 Angban)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 16 (Turn 30 Ezren)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    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.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Cogsnap, Sajan
    Notes:

    Boat Card 1 - Gaedren Lamm And Gobblegut:
    Gaedren Lamm And Gobblegut
    Story Bane Monster 0

    Traits
    Human
    Rogue
    And
    Animal
    Aquatic

    Check
    Combat
    13
    OR
    Survival
    8
    THEN
    Combat
    12

    Powers
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 2:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Boat Card 3:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Boat Card 4:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Boat Card 5:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Boat Card 6:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Boat Card 7:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 8:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Boat Card 9:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Fishery
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:1 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Ezren,
    Notes:

    Alley Card 1:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Alley Card 2:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    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.

    Alley Card 3:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Alley Card 4:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Alley Card 5:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Alley Card 6:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Alley Card 7:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Alley Card 8:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    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.

    Alley Card 9:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    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.

    Alley Card 10:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Angban,

    Docks Card 1:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Docks Card 2:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Docks Card 3:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Docks Card 4:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    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.

    Docks Card 5:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks Card 6:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Office
    Traits: 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:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Radovan,

    Office Card 1:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Office Card 2:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Office Card 3:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Storehouse
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • Lvl 3 Gunslinger. Deck Handler

    Start turn, hour is The Inquisitor. Explore Docks card 1: Giant Toad. Reveal and bury Musket.
    Combat 10: 1d8 + 3 + 2d10 ⇒ (5) + 3 + (2, 9) = 19 Defeated!

    Discard Power horn to draw a Firearm from deck: Hand Cannon.

    End turn, recharge Musket and reset hand, drawing 1

    Angban wrote:

    Hand: Buckler Gun, Dragon Pistol, Hand Cannon, Blessing of Calistria,

    Displayed: Hide Armor, Armored Coat,
    Deck: 6 Discard: 7 Buried: 0
    Current Location: Docks
    Hero Points: 0
    NOTES:
    Available Support: Happy to recharge Dragon Pistol for d6 to a local combat check, or Hand cannon for 2d6 for a distant one. Calistria blesses any check or double blesses a non-dex check.
    Other: Shirt reroll available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Alchemical Cartridges, Flare Shot, Master Gunner, Scale Mail, Blunderbuss
    Recharged: Musket,
    Discard Pile: The Rabbit Prince, Blessing of Alkenstar, Blessing of the Gods, Kukri, Pistol +1, The Real Rabbit Prince, Powder Horn,
    Buried Pile:

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

    Traits: Dwarf, Gunslinger
    Favored Card: Armor or Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Armors, Weapons
    POWERS:
    When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
    At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
    ☐ Gain the skill Craft: Intelligence +3.


    Deck Handler Desired Upgrades

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

    arcane 10 to recharge Mist Horn revealing Spellbook: 1d12 + 1d4 + 3 ⇒ (11) + (1) + 3 = 15

    Recharged. Move to Office.

    Lamm’s Lamb:

    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    charisma 6 aided by 3 markers: 1d6 + 3 ⇒ (4) + 3 = 7

    Charisma 6 recharging Gem of Mental Acuity (Core) to use intelligence die: 1d12 ⇒ 12

    Office closed. Recharge Bracers Of Protection (Core). Ezren moves to Docks. Radovan moves to TBD.

    recharge Leech to heal Angban: 1d4 - 1 ⇒ (2) - 1 = 1

    Cast Soothing Word on myself.

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Soothing Word: Arcane 11: 1d12 + 1d4 + 3 ⇒ (4) + (4) + 3 = 11 -> Soothing Word recharged.

    Ezren resets their hand.

    Ezren wrote:

    Hand: Soothing Word (2), Enhance, The Snakebite, Harrowstrike, Acid Burst, Spellbook (Core),

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    "Current Location: Docks
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    The Snakebite: On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.

    Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
    At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leech, The Juggler (Harrow), Lightning Touch (Core), Infernal Healing, Crowbar (Core), Flame Staff (Core), Gem of Mental Acuity (Core), Mist Horn (Core), Force Missile (Core), Bracers Of Protection (Core), Fiery Glare (Core)
    Recharged: Soothing Word,
    Discard Pile: Cat (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Arcane Intelligence +2
    Craft Intelligence +1
    "Knowledge Intelligence +2"

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.

    Office closed. 1 Marker added to scenario effect.

    Ezren moved to Docks. Radovan moved to TBD.
    Angban healed for 1.
    Mist Horn no longer displayed at Alley.


    Deck Handler for CotCT Radovan

    Off-Turn update: Radovan follows Ezren to the docks.


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    During This Scenario: Curse 1*: Haunted Fortunes
    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
  • Markers: 4
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Wolf Pack
    Monster 0

    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Monster 2
    Spoiler:
    Werewolf
    Monster 1

    Traits
    Lycanthrope

    Check
    Combat
    11
    OR
    Knowledge
    7

    Powers
    If the hour’s level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Monster 3
    Spoiler:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

    Monster 4
    Spoiler:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Monster 5
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    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.

    Barrier 2
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Barrier 3
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    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.

    Barrier 4
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Barrier 5
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

    Weapon 2
    Spoiler:
    Longsword
    Weapon 0

    Traits
    Sword
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Weapon 3
    Spoiler:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Weapon 4
    Spoiler:
    Starknife
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    6

    Powers
    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.

    Weapon 5
    Spoiler:
    Dogslicer
    Weapon 0

    Traits
    Sword
    Melee
    Slashing
    Finesse

    Check
    Strength
    Acrobatics
    Melee
    7

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Random Spells:
    Spell 1
    Spoiler:
    Magic Eye
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    7

    Powers
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Spell 2
    Spoiler:
    Divine Insight
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    7

    Powers
    For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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

    Spell 4
    Spoiler:
    Lightning Touch
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 5
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 2
    Spoiler:
    Spiked Breastplate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 3
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 5
    Spoiler:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Flame Staff
    Item 0

    Traits
    Staff
    Magic
    Attack
    Fire

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    Item 2
    Spoiler:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

    Item 3
    Spoiler:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Item 4
    Spoiler:
    Wand Of Acid Burst
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Item 5
    Spoiler:
    Noxious Bomb
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Poison

    Check
    Intelligence
    Craft
    5

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Ally 2
    Spoiler:
    Harrowed Society Student
    Ally 0

    Traits
    Human
    Arcanist
    Harrow

    Check
    Charisma
    Diplomacy
    6

    Powers
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Ally 3
    Spoiler:
    Bodyguard
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Fortitude
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

    Powers
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Ally 5
    Spoiler:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessing 2
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessing 3
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a boon to reroll a die.

    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.

    Blessing 4
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, if no boons are played, it is blessed.

    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.

    Blessing 5
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    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.

    Turn: 17 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.

    Top Blessing:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.


    Blessings Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Radovan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 2 (Turn 19 Angban)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 3 (Turn 20 Ezren)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 4 (Turn 21 Sajan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 5 (Turn 22 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 6 (Turn 23 Radovan)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Blessings Deck Card 7 (Turn 24 Angban)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 8 (Turn 25 Ezren)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 9 (Turn 26 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 10 (Turn 27 Cogsnap)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 11 (Turn 28 Radovan)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    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.

    Blessings Deck Card 12 (Turn 29 Angban)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 13 (Turn 30 Ezren)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    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.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Cogsnap,
    Notes:

    Boat Card 1 - Gaedren Lamm And Gobblegut:
    Gaedren Lamm And Gobblegut
    Story Bane Monster 0

    Traits
    Human
    Rogue
    And
    Animal
    Aquatic

    Check
    Combat
    13
    OR
    Survival
    8
    THEN
    Combat
    12

    Powers
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 2:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Boat Card 3:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Boat Card 4:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Boat Card 5:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Boat Card 6:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Boat Card 7:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 8:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Boat Card 9:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Fishery
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:1 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
    Notes:

    Alley Card 1:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Alley Card 2:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    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.

    Alley Card 3:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Alley Card 4:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Alley Card 5:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Alley Card 6:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Alley Card 7:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Alley Card 8:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    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.

    Alley Card 9:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    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.

    Alley Card 10:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Radovan, Angban, Ezren, Sajan

    Docks Card 1:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    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.

    Docks Card 2:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks Card 3:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Office
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Storehouse
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • Hour: On each check, the first blessing played to bless may be played freely.

    Move to Docks.

    Explore: Bat
    Perception 4: 1d8 + 1 ⇒ (2) + 1 = 3 Banished.

    Discard Sands Of The Hour to examine: Termite Swarm
    Trigger: When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Fort 6: 1d6 + 2 ⇒ (3) + 2 = 5 One damage, blocked by char power.
    Explore: Termite Swarm
    Recharge Boots Of Friendly Terrain for Melee +d6+1, reload Gauntlet for +d4+1. Recharge Orison to bless.
    Combat 10/14: 1d8 + 1 + 1d6 + 1 + 1d4 + 1 + 1d8 ⇒ (4) + 1 + (4) + 1 + (1) + 1 + (8) = 20 Defeated, banished.

    Draw up to 5.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d6
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8
    Perception +1
    CHARISMA d6

    Powers
    HAND SIZE 5 ☐ 6
    For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 (☐ 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 ☐ 4 ☐ 5
    BLESSING 7 ☐ 8 ☐ 9 ☐ 10

    Hand: Rapier, Spiked Gauntlet, Mouse, The Dance, The Forge
    Displayed: 0
    Deck: 8 Discard: 4 Buried: 1
    Hero Points: 0 Shirt Reroll Available (CCT-1A): No
    Notes: At the start of each scenario, after drawing staring hands, you mauy discard a new Harrow blessing.
    Harrow: The Dance

    Mouse:
    Mouse
    Ally 0

    Traits
    Animal

    Powers
    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.

    The Dance:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Checks
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.
    On another character’s check, discard to bless twice.
    Discard to explore


    Cogsnap's Deck Manager

    Forgot to attempt recovery of Brilliance at the end of last turn:
    Arcane 8: 1d10 + 1 ⇒ (6) + 1 = 7 discarded

    The hour of Benefaction
    When this is the hour: No effect.
    Move to Alley

    Explore:

    Thieves’ Tools:
    Item 0
    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Disable 4: 1d8 + 3 ⇒ (5) + 3 = 8 acquired

    Display Anesthetizing Slime next to location to explore:

    Harrowstrike:
    Spell 1
    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    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.

    Discard BotElements to bless.
    Arcane 7: 2d10 + 1 ⇒ (4, 3) + 1 = 8 acquired

    Discard BotElements to explore:

    Ghastly Runes:
    Barrier 1
    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Reveal and recharge Thieves' Tools to add 2d8.
    Disable 6+#=7: 3d8 + 3 ⇒ (2, 8, 8) + 3 = 21 defeated

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient clinking of bottles
    "Hmmm... paper, tools, runes... Where are all my ingredients?!"

    End turn and reset hand.

    Cogsnap the Unbleached wrote:

    Hand: Blast Stone, Noxious Bomb, Elixir of Healing, Alchemist's Fire, Spider Venom (acquired), Harrowstrike (acquired),

    Displayed: Clockwork Spy, Armored Coat,
    Deck: 3 Discard: 9 Buried: 0
    Current Location: Alley
    Hero Points (Available): 0
    NOTES:
    Available Support: Elixir of Healing available for local character
    Other: Dice Re-Roll Used for 1*?: N

    At the start of Radovan's turn, Cogsnap will use Elixir of Healing and place Alchemist's Fire in recovery in its place.

    Heal: 1d4 + 1 ⇒ (3) + 1 = 4 Incitation, BotElements 1, Heavy Crossbow & Blast Stone.
    Cogsnap the Unbleached wrote:

    Hand: Blast Stone, Noxious Bomb, Elixir of Healing, Spider Venom (acquired), Harrowstrike (acquired),

    Displayed: Clockwork Spy, Armored Coat,
    Deck: 7 Discard: 5 Buried: 0
    Current Location: Alley
    Hero Points (Available): 0
    NOTES:
    Available Support: Elixir of Healing available for local character
    Other: Dice Re-Roll Used for 1*?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements 1, Incitation, Heavy Crossbow, Blast Stone (acquired)
    Recharged: The Real Rabbit Prince (Sajan's), Clockwork Butterfly, Thieves' Tools (acquired),
    Discard Pile: The Avalanche (Harrow), Blowgun, Acid Flask, Blessing of the Elements 2, Brilliance,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Disable: Dexterity +3
    Ranged: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane: Intelligence +1
    Craft: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Alchemical, Arcane
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard (□ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box


    Deck Handler for CotCT Radovan

    Hourglass Discard: Shelyn’s Song
    WHEN THIS IS THE HOUR: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    Move: Move to Alley

    Ask Cogsnap for a heal.
    Heal: 1d4 + 1 ⇒ (3) + 1 = 4
    Radovan is healed for 4: (Sands of the Hour, Appleslayer, Orison, Teamster). Deck shuffled.

    Explore: Guard Dog
    BYA: summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Encounter: Wolf Pack
    BYA: a local character summons and encounters this monster.
    BYA is ignored as a summoned card can't summon.
    Reload Rapier.
    Combat 11: 2d8 + 2 + 1d4 ⇒ (6, 7) + 2 + (4) = 19
    Guard Dog defeated.

    Discard The Locksmith (harrow) to explore. Drawing a card - Teamster
    Explore: Shelyn’s Song
    Burying Cape of Escape (1) - displayed next to Devil Form Quang, to add a d6+1
    Charisma 4+1: 1d8 + 1d6 + 1 ⇒ (6) + (4) + 1 = 11
    Shelyn's Song acquired.

    Discard Shelyn's Song to explore.
    Explore: Fox
    Sajan discards The Forge to bless +1
    Charisma 5: 2d6 + 1 ⇒ (2, 3) + 1 = 6
    Fox acquired. Displaying Fox (1) next to Devil Form - Quang

    Discard Teamster to explore.
    Explore: Sling
    Dexterity 3: 1d8 ⇒ 4
    Sling acquired. Displaying Sling (0) next to Devil Form - Quang

    Ending turn. Discarding Kukri and drawing up.

    Radovan wrote:

    Hand: Shortsword (Core), Red Leathers, Rapier (Core), Archer (Core), Zae,

    Displayed:
    Deck: 8 Discard: 5 Buried: 1
    Current Location: Alley
    Hero Points: 0/0
    Merchandise Reroll: Used
    NOTES:
    Available Support: Feel free to use my 0 blessing(s) or my Archer (local Dex or Ranged, recharge to add a d4).
    Displayed cards next to Devil Form(s): Devil Form Quang: Returning Throwing Axe (1), Fox (1), Sling (0)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients, Magnifying Glass (Core), Spider Venom, Burglar (Core), Sands of the Hour, Orison, Appleslayer, Thieves' Tools (Core)
    Recharged:
    Discard Pile: Blessing of the Elements, The Locksmith (Harrow), Teamster, Kukri (PT), Sheyln's Song,
    Buried Pile: Cape of Escape (1),

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Diplomacy: Charisma +2
    Acrobatics: Dexterity +2 (Quang displayed)

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:

    At the start of the scenario, display any 1 devil form (□ or 2 devil forms). Once per turn, when a local character suffers damage from a bane, display a new monster next to a displayed devil form.
    On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
    When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
    You may evade your encounter. (Quang displayed)
    When you acquire a boon, you may display it next to Quang. (Quang displayed)
    On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)

    One heal from Cogsnap used. Sajan's The Forge used. Top card of Alley is card 8.


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    During This Scenario: Curse 1*: Haunted Fortunes
    THREAT LIST:

  • Danger: Lamm's Lamb
  • Villain: Gaedren Lamm and Gobblegut
  • Closing Henchmen: Chemist (Yargin Balko), Bandit (Hookshanks), Thug (Giggles), Lamm's Lambs-Proxy A

    DURING THIS SCENARIO:

  • When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
  • When you encounter a story bane other than Lamm's Lamb from a location, summon and encounter the danger.
  • Markers: 4
    Lamm’s Lamb:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

    Powers
    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.

    Monster 2
    Spoiler:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Monster 3
    Spoiler:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Monster 4
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Monster 5
    Spoiler:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Random Barriers:
    Barrier 1
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    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.

    Barrier 2
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    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.

    Barrier 3
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

    Powers
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Barrier 4
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    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.

    Barrier 5
    Spoiler:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Earthbreaker
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 2
    Spoiler:
    Battleaxe
    Weapon 0

    Traits
    Axe
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Weapon 3
    Spoiler:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Weapon 4
    Spoiler:
    Sword Cane
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    Finesse

    Check
    Strength
    Melee
    Stealth
    6

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    Weapon 5
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Acid Arrow
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 2
    Spoiler:
    Minor Harrowing
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Freely display at a location. While displayed:
    • On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
    • When this location is closed, banish.

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

    Spell 3
    Spoiler:
    Invisibility
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Spell 4
    Spoiler:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    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.

    Spell 5
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    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.

    Armor 2
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 3
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Armor 4
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 5
    Spoiler:
    Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Item 2
    Spoiler:
    Wand Of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Item 3
    Spoiler:
    Compass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Item 4
    Spoiler:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Item 5
    Spoiler:
    Antiplague
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    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.

    Ally 2
    Spoiler:
    Gentleman Explorer
    Ally 1

    Traits
    Trigger
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    8
    OR
    Knowledge
    5

    Powers
    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.

    Ally 3
    Spoiler:
    Frog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Ally 4
    Spoiler:
    Horse
    Ally 0

    Traits
    Animal
    Mount

    Check
    Wisdom
    Charisma
    Survival
    3

    Powers
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Ally 5
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Random Blessings:
    Blessing 1
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessing 2
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 3
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessing 4
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    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.

    Blessing 5
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    If you are at a Wild location, you may discard a card to explore.

    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

    Turn: 19 Angban/eddiephlash

    Top of Blessing Discard Pile: Irori’s Mastery - When this is the hour: On your blessed check, you may reroll any dice showing 1.

    Top Blessing:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Ezren)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 2 (Turn 21 Sajan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 3 (Turn 22 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 4 (Turn 23 Radovan)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Blessings Deck Card 5 (Turn 24 Angban)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 6 (Turn 25 Ezren)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 7 (Turn 26 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 8 (Turn 27 Cogsnap)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 9 (Turn 28 Radovan)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    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.

    Blessings Deck Card 10 (Turn 29 Angban)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 11 (Turn 30 Ezren)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    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.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:2
    Notes:

    Boat Card 1 - Gaedren Lamm And Gobblegut:
    Gaedren Lamm And Gobblegut
    Story Bane Monster 0

    Traits
    Human
    Rogue
    And
    Animal
    Aquatic

    Check
    Combat
    13
    OR
    Survival
    8
    THEN
    Combat
    12

    Powers
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.

    Boat Card 2:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Boat Card 3:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Boat Card 4:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Boat Card 5:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Boat Card 6:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Boat Card 7:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 8:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Boat Card 9:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Fishery
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Cogsnap,
    Notes:

    Alley Card 1:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    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.

    Alley Card 2:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    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.

    Alley Card 3:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Radovan, Angban, Ezren, Sajan

    Docks Card 1:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    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.

    Docks Card 2:
    Lamm’s Lamb
    Story Bane Barrier 0

    Traits
    Skirmish
    Task

    Check
    Constitution
    Fortitude
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.

    Docks Card 3:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Office
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Storehouse
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • Deck Handler Desired Upgrades

    Ezren attempts to guard the Docks.

    strength 6: 1d6 ⇒ 3

    But is unsuccessful.


    Lvl 3 Gunslinger. Deck Handler

    Healed 1 from Ezren: Powder Horn.

    Start turn, hour is Irori’s Mastery.

    "Alright Mr. Lamm, now it is time for you to pay up!"

    Move to Boat. Explore card 1: Gaedren Lamm And Gobblegut. First encounter Lamm's Lamb. 4 markers.
    Fort 8: 1d10 + 3 + 4 ⇒ (4) + 3 + 4 = 11 Auto-Defeated

    Spoilering villain encounter:

    For BYA, discard Calistria to double bless.
    Dex 6: 3d8 ⇒ (1, 2, 1) = 4 Wow
    Combat Damage: 1d4 ⇒ 1 Recharge Buckler Gun
    For first combat, Bury Dragon Pistol.
    Combat 13: 1d8 + 3 + 3d6 ⇒ (4) + 3 + (4, 4, 3) = 18 Success
    For second combat, discard Hand Cannon. Sajan discards The Dance to double bless.
    Combat 12: 1d8 + 2 + 2d6 ⇒ (7) + 2 + (6, 3) = 18
    Jammed?: 1d12 ⇒ 3 Stays discarded


    Ezren plays Enhance
    Guard Fort 5+#=6: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8 Docks guarded.


    Cogsnap's Deck Manager

    Off turn: Use Elixir of Healing on Radovan but place Noxious Bomb in recovery. End of turn, attempt recovery checks.
    Alchemist's Fire - Craft 7: 1d10 + 2 ⇒ (9) + 2 = 11 recharged
    Noxious Bomb - Craft 7: 1d10 + 2 ⇒ (3) + 2 = 5 discarded

    During Angban's turn, Alley guard check: Summon and acquire and Ally.

    Priest Of Asmodeus:
    Ally 1
    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    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.

    Sajan discards The Dance to double bless.
    Arcane 5: 3d10 + 1 ⇒ (1, 9, 8) + 1 = 19 acquired
    Alley guarded

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient clinking of bottles
    "Ah, priest! I need your divine help. Ok, hold your arms like this. Good. Now take this, this, and these. Hold tight, please. Ok, now try to keep up and make sure you don't drop anything!"

    Cogsnap the Unbleached wrote:

    Hand: Blast Stone, Elixir of Healing, Spider Venom (acquired), Harrowstrike (acquired), Priest of Asmodeus (acquired),

    Displayed: Clockwork Spy, Armored Coat,
    Deck: 8 Discard: 6 Buried: 0
    Current Location: Alley
    Hero Points (Available): 0
    NOTES:
    Available Support: Elixir of Healing available for local character
    Other: Dice Re-Roll Used for 1*?: N


    DEVELOPMENT:
    His thugs routed and his orphans freed from servitude, Gaedren Lamm nonetheless chortles at your situation. “The fortune-teller sent you against me? Are you sure?”

    With a laugh, he unveils a wooden hatbox, and out falls the head of Zellara Esmeranda!

    “But how?” you think, then reflect on how she came and went at a whim. You were led here by a ghost! A harrow deck tumbles out from under the box, a relic of a less tragic time.

    In your befuddlement, Lamm tries to light out, but is stopped in his tracks. Attracted by the fortune-teller’s rotting head, Lamm’s alligator Gobblegut crashes up through the floorboards and scampers at the miscreant, devouring him without hesitation. He will trouble the children of Korvosa no more.

    Relishing the irony, you pick up the harrow deck and feel Zellara’s ghostly energy within. It guides you to a jewel box containing a golden brooch depicting an imp and a house drake curled in mischief. You recognize this insignia. Could it really belong to Queen Ileosa herself?

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Loot: item Zellara's Harrow Deck.
  • Rally the supporter Cressida Kroft.
    Zellara’s Harrow Deck:
    Zellara’s Harrow Deck
    Item 2

    Traits
    Loot
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

    Powers
    Reload to examine the top 3 cards of any character’s deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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

    Cressida Kroft:
    Cressida Kroft
    Supporter 0

    Traits
    Human
    Soldier

    Check

    Powers
    Display. While displayed:
    • You may bury to draw a new weapon or armor.
    • [] You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.

    ACQUIRED CARDS:
    Weapon 0 Kukri
    Weapon 1 Returning Throwing Axe
    Weapon 0 Sling
    Spell 1 Harrowstrike
    Armor 0 Armored Coat
    Item 0 Blast Stone
    Item 1 Boots Of Friendly Terrain
    Item 0 Bracers Of Protection
    Item 1 Cape Of Escape
    Item 0 Crowbar
    Item 0 Spider Venom
    Item 0 Thieves’ Tools
    Ally 1 Fox
    Ally 1 Priest Of Asmodeus
    Ally 0 Teamster
    Blessing 1 Shelyn’s Song
    Blessing 1 The Forge
    Blessing P1 The Real Rabbit Prince
    Blessing 1 The Snakebite


  • Curse 1A: A City Gone Mad
    “The king is dead!” the heralds shout. “Long live Queen Ileosa, ruler of all Korvosa!”

    If you take the temperature of the citizenry, though, Queen Ileosa might not live as long as the heralds suggest. The curse of the Crimson Throne has claimed yet another victim, and it may claim another before the week is out.

    From the spires of Castle Korvosa, you see how the city is faring. Fires and riots pepper the city. King Eodred’s spendthrift ways may not have been popular, but he kept the peace. Without his strength, the city may be consumed in chaos.

    Yet, in her mourning, the queen remains hopeful. “I love Korvosa, as my husband did before me,” she says as she examines the royal brooch you rescued from Gaedren Lamm’s fishery. “I will not see his legacy destroyed, and I shall not see my city torn apart. You have done my heart a great service on this dark day, yet perhaps you can serve this city more.

    “I must retire to my chambers—my grief has drained me. But our thinly stretched Korvosan Guard could use the aid of heroes such as you. If you so choose, I shall have my beloved guardswoman Sabina commission you into service to the Crown.”

    “It is my pleasure, Dearest Queen,” says the commander, Sabina Merrin. She inducts you as adjunct members of the Korvosan Guard, and introduces you to the Guards’ field marshal, Cressida Kroft.

    “Welcome,” says the field marshal. “I already have a mission for you.”

    Amid the chaos, the Guard now has a deserter problem. You must seek out a missing Guard sergeant named Verik Vancaskerkin, who is holed up in a butcher shop called All the World’s Meat. Vancaskerkin has fallen in with a group of toughs called the Cow Hammer Boys, who simultaneously run the shop and a thriving assault-for-hire business. With food being rationed in the riots, the Boys’ services—for both meat and murder—are more popular than ever.

    Vancaskerkin can be returned for a courtmartial. What happens to the rest of these rotters is hardly a concern of the Field Marshal.

    Off you go, then, to All the World’s Meat. Along the way, you must make your way through the rioting mobs on the busy streets. What a fine business the queen has for you!

    LOCATIONS:
    1-Base
    1-Shop
    1-Slaughterhouse
    1-Storehouse
    2-Plaza
    3-Tavern
    4-Office
    5-Abandoned Shacks
    6-Bank of Abadar

    STORY BANES:

  • Danger: Rioting Mob
  • Villain: None
  • Henchmen (Non-Closing): Thugs (Cow Hammer Boys)-Proxy A

    SETUP:

  • After preparing the story banes, shuffle the non-closing henchman Evidence into the Shop.

    DURING THIS SCENARIO:

  • After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.
  • If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.


  • (S,C,R,A,E): 1d10 + 1d9 + 1d8 + 1d7 + 1d6 ⇒ (7) + (1) + (5) + (3) + (3) = 19

    Sajan: The Locksmith
    Cogsnap: The Avalanche
    Radovan: The Juggler
    Angban: The Dance
    Ezren: The Demon’s Lantern


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 1A: A City Gone Mad
    STORY BANES:

  • Danger: Rioting Mob
  • Villain: None
  • Henchmen (Non-Closing): Thugs (Cow Hammer Boys)-Proxy A

    SETUP:

  • After preparing the story banes, shuffle the non-closing henchman Evidence into the Shop.

    DURING THIS SCENARIO:

  • After a Thug is defeated or Evidence is displayed next to the scenario, shuffle the villain Verik Vancaskerkin into the Shop; Thugs are now closing henchmen.
  • If Evidence is displayed next to the scenario, add 1d8 to checks against Verik Vancaskerkin.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Monster 2
    Spoiler:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Monster 3
    Spoiler:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    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.

    Monster 4
    Spoiler:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Monster 5
    Spoiler:
    Demonling
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    8
    OR
    Arcane
    Knowledge
    6

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    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.

    Barrier 2
    Spoiler:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Barrier 3
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Barrier 4
    Spoiler:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

    Powers
    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.

    Barrier 5
    Spoiler:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shortbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    Stealth
    5

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character’s combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

    Powers
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

    Powers
    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.

    Weapon 4
    Spoiler:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Weapon 5
    Spoiler:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Random Spells:
    Spell 1
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Spell 2
    Spoiler:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Spell 3
    Spoiler:
    Detect Magic
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    3

    Powers
    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.

    Spell 4
    Spoiler:
    Force Missile
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4.
    On another character’s combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 5
    Spoiler:
    Sanctuary
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Breastplate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 2
    Spoiler:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 3
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 5
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Noxious Bomb
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Poison

    Check
    Intelligence
    Craft
    5

    Powers
    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.

    Item 2
    Spoiler:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Item 3
    Spoiler:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Item 4
    Spoiler:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Item 5
    Spoiler:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Gentleman Explorer
    Ally 1

    Traits
    Trigger
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    8
    OR
    Knowledge
    5

    Powers
    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.

    Ally 2
    Spoiler:
    Card Caster
    Ally 0

    Traits
    Human
    Magus
    Harrow

    Check
    Intelligence
    Knowledge
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Ally 3
    Spoiler:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Ally 4
    Spoiler:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    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.

    Ally 5
    Spoiler:
    Priest Of Pharasma
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessing 2
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Blessing 3
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Blessing 4
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, the first item or ally played is played freely.

    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.

    Blessing 5
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Turn: 1 Ezren/Bigguyinblack

    Top of Blessing Discard Pile: Shelyn’s Song - When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    Top Blessing:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Sajan)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    All damage is Mental damage that cannot be reduced.

    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.

    Blessings Deck Card 2 (Turn 3 Cogsnap)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 3 (Turn 4 Radovan)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 4 (Turn 5 Angban)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Blessings Deck Card 5 (Turn 6 Ezren)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    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.

    Blessings Deck Card 6 (Turn 7 Sajan)
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you move during your move step, bury a card.

    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.

    Blessings Deck Card 7 (Turn 8 Cogsnap)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 8 (Turn 9 Radovan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 9 (Turn 10 Angban)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    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.

    Blessings Deck Card 10 (Turn 11 Ezren)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessings Deck Card 11 (Turn 12 Sajan)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    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.

    Blessings Deck Card 12 (Turn 13 Cogsnap)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 13 (Turn 14 Radovan)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Blessings Deck Card 14 (Turn 15 Angban)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 15 (Turn 16 Ezren)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

    Powers
    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.

    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

    Blessings Deck Card 16 (Turn 17 Sajan)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    If you are at a Wild location, you may discard a card to explore.

    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 17 (Turn 18 Cogsnap)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 18 (Turn 19 Radovan)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    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.

    Blessings Deck Card 19 (Turn 20 Angban)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Blessings Deck Card 20 (Turn 21 Ezren)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    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.

    Blessings Deck Card 21 (Turn 22 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 22 (Turn 23 Cogsnap)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 23 (Turn 24 Radovan)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 24 (Turn 25 Angban)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 25 (Turn 26 Ezren)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 26 (Turn 27 Sajan)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 27 (Turn 28 Cogsnap)
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Blessings Deck Card 28 (Turn 29 Radovan)
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    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.

    Blessings Deck Card 29 (Turn 30 Angban)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Shop
    Traits: Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M:0 Ba:3 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:2
    Notes: Evidence

    Shop Card 1:
    Sonic Blast
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

    Shop Card 2:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    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.

    Shop Card 3:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Shop Card 4:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Shop Card 5:
    Starknife
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    6

    Powers
    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.

    Shop Card 6:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Shop Card 7:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Shop Card 8:
    Spiked Gauntlet
    Item 0

    Traits
    Accessory
    Piercing

    Check
    Strength
    Melee
    4

    Powers
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Shop Card 9:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    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.

    Shop Card 10:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    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.

    Shop Card 11:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Slaughterhouse
    Traits: 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 ?:1

    Slaughterhouse Card 1:
    Spider
    Ally 0

    Traits
    Vermin

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    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.

    Slaughterhouse Card 2:
    Dogslicer
    Weapon 0

    Traits
    Sword
    Melee
    Slashing
    Finesse

    Check
    Strength
    Acrobatics
    Melee
    7

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Slaughterhouse Card 3:
    Goblin Troublemaker
    Monster 0

    Traits
    Goblin

    Check
    Combat
    9

    Powers
    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.

    Slaughterhouse Card 4:
    Swamp Ooze
    Monster 1

    Traits
    Ooze
    Acid

    Check
    Combat
    9

    Powers
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Slaughterhouse Card 5:
    Elven Curve Blade
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    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.

    Slaughterhouse Card 6:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    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.

    Slaughterhouse Card 7:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Slaughterhouse Card 8:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Slaughterhouse Card 9:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Slaughterhouse Card 10:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Storehouse
    Traits: Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

    Storehouse Card 1:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

    Powers
    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.

    Storehouse Card 2:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Storehouse Card 3:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Storehouse Card 4:
    Hide Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    Survival
    3

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Storehouse Card 5:
    Compass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Storehouse Card 6:
    Longbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Storehouse Card 7:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    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.

    Storehouse Card 8:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    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.

    Storehouse Card 9:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

    Powers
    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.

    Storehouse Card 10:
    Crowbar
    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    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.

    Plaza
    Traits: Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

    Plaza Card 1:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

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

    Plaza Card 2:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

    Powers
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Plaza Card 3:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Plaza Card 4:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Plaza Card 5:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Plaza Card 6:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Plaza Card 7:
    Battleaxe
    Weapon 0

    Traits
    Axe
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Plaza Card 8:
    Wand Of Acid Burst
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Plaza Card 9:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Plaza Card 10:
    Smoke Bomb
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character’s Stealth.

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

    Tavern
    Traits: 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 ?:1

    Tavern Card 1:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Tavern Card 2:
    Wolf Pack
    Monster 0

    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Tavern Card 3:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    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.

    Tavern Card 4:
    Drowning Mud
    Barrier 1

    Traits
    Obstacle

    Check
    Strength
    Survival
    6
    OR
    Constitution
    Fortitude
    8

    Powers
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Tavern Card 5:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Tavern Card 6:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    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.

    Tavern Card 7:
    Clockwork Servant
    Ally 1

    Traits
    Construct

    Check
    Intelligence
    Craft
    6

    Powers
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Tavern Card 8:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    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.

    Tavern Card 9:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Tavern Card 10:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Office
    Traits: Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:0 Ba:3 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1

    Office Card 1:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Office Card 2:
    Balmberry
    Item 0

    Traits
    Plant
    Alchemical

    Check
    Wisdom
    Divine
    Survival
    6

    Powers
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Office Card 3:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    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.

    Office Card 4:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Office Card 5:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Office Card 6:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Office Card 7:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Office Card 8:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

    Powers
    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.

    Office Card 9:
    Quarterstaff
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    4

    Powers
    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.

    Office Card 10:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

    Powers
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Abandoned Shacks
    Traits: Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1

    Abandoned Shacks Card 1:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

    Powers
    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.

    Abandoned Shacks Card 2:
    Rat Swarm
    Monster 0

    Traits
    Animal
    Swarm

    Check
    Combat
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Abandoned Shacks Card 3:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Abandoned Shacks Card 4:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    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.

    Abandoned Shacks Card 5:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Abandoned Shacks Card 6:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

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

    Abandoned Shacks Card 7:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Abandoned Shacks Card 8:
    Antiplague
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    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.

    Abandoned Shacks Card 9:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    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.

    Abandoned Shacks Card 10:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Base Card 1:
    Cressida Kroft
    Supporter 0

    Traits
    Human
    Soldier

    Check

    Powers
    Display. While displayed:
    • You may bury to draw a new weapon or armor.
    • □ You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.


  • Random Harrow Blessing for Sajan:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Random Harrow Blessing for Ezren:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

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