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

Game Master MorkXII


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Guard the Lair:
Recharge Boots Of Friendly Terrain to add +d8
Melee 5+#=7: 1d8 + 1 + 1d8 ⇒ (4) + 1 + (1) = 6 Nope.


Cogsnap's Deck Manager

Continuing turn:

Lady Andaisin:
Story Bane Monster 2
Traits
Human
Cleric

Check
Combat
16

Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.

Villain Encounter:
Auto-fail Con/Fort 9 BA check.
Bury from top of deck: 1d4 + 1 ⇒ (3) + 1 = 4 The Snakebite, Galvanic Chakram, Heavy Crossbow, Embalming Fluid.
Acid Flask to recovery in place of Tangleburn Bag. BBs add 1d8.
Combat 16: 1d10 + 4 + 3d8 ⇒ (1) + 4 + (7, 2, 5) = 19 defeated
AA, suffer the scourge Wounded.
Recharge Tangleburn Bag to draw a new Liquid/Alchemical Item from the box: None available in randoms.
For closing Cell, draw a new Ally from the box: Harrower (Ally 0).
Move to Dungeons.

End turn. Attempt Acid Flask recovery revealing BB:
Craft 6: 1d10 + 4 + 1d8 ⇒ (9) + 4 + (2) = 15 recharged
Reset hand.

An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"What a Lady! I think she got me... Is that blood or acid?"

Cogsnap the Unbleached wrote:

Hand: Brilliance, Armored Coat, Burglar's Bracers, Clockwork Servant, Deathgrip (acquired), Harrower (acquired),

Displayed:
Deck: 7 Discard: 5 Buried: 4
Current Location: Dungeons
Hero Points (Available): 1
NOTES:
Other: Dice Re-Roll Used for 2C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Love, Elixir of Love (acquired), Gentleman Explorer
Recharged: Blast Stone, Elixir of Healing, Tangleburn Bag, Acid Flask,
Discard Pile: The Brass Dwarf (Harrow), Blessing of the Elements 2, Disable Mechanism (acquired), Tinker, Blessing of the Elements 1,
Buried Pile: The Snakebite, Galvanic Chakram +1, Heavy Crossbow, Embalming Fluid,

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 ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box


Deck Handler Desired Upgrades

danger 1. Blood Vial, 2. Cultist: 1d2 ⇒ 2

"

Cultist:
Cultist
Story Bane Monster 1

Traits
Human
Cultist
Veteran

Check
Combat
10+##
OR
Diplomacy
8+#

Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

"

combat 10 +2 +2 +2 casting Frost Ray: 1d12 + 3d6 + 4 ⇒ (2) + (2, 6, 1) + 4 = 15
folio reroll on the d12: 1d12 ⇒ 9

22 succeeds. Dungeons guarded.

AYA constitution 5 aided by suit: 2d4 ⇒ (3, 2) = 5

Ezren attempts to recover all cards in their Recovery pile.
Frost Ray (Core): Arcane 9: 1d12 + 1d4 + 4 ⇒ (7) + (4) + 4 = 15 -> Frost Ray (Core) recharged.


Random Alchemical Item for Cogsnap:
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.


During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 2D: The Cult of Urgathoa
    STORY BANES:

  • Danger: Blood Veil, Cultist
  • Villain: Lady Andaisin
  • Closing Henchmen: Leukodaemon, Vampire (Ramoska Arkimos), Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist-Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.
  • When you encounter a Cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Aberration
    Aquatic

    Check
    Combat
    11

    Powers
    If this monster would be defeated, reroll.

    Monster 2
    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 3
    Spoiler:
    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.

    Monster 4
    Spoiler:
    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.

    Monster 5
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    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:
    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 3
    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 4
    Spoiler:
    Exploding Runes
    Barrier 2

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Disable
    8+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

    Barrier 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    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.

    Weapon 2
    Spoiler:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    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:
    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.

    Weapon 5
    Spoiler:
    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.

    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:
    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:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    On any combat check, freely banish to decrease the difficulty by 2d4.

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

    Spell 4
    Spoiler:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Spell 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    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:
    Grounded Studded Leather
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
    • When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

    Armor 4
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 5
    Spoiler:
    Brute Force Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

    Powers
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.

    Item 3
    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 4
    Spoiler:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Item 5
    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.

    Random Allies:
    Ally 1
    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 2
    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 3
    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 4
    Spoiler:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    Spoiler:
    The Paladin
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When another character avenges your encounter, heal 1d4 cards.

    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

    Blessing 3
    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.

    Blessing 4
    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 5
    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.

    Turn: 15 Radovan/Katlyn99

    Top of Blessing Discard Pile: The Betrayal - When this is the hour: When you acquire a boon, bury it.

    Top Blessing:
    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 Remaining: 15
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Angban)
    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 17 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 3 (Turn 18 Sajan)
    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 4 (Turn 19 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 5 (Turn 20 Radovan)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 6 (Turn 21 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 7 (Turn 22 Ezren)
    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.

    Blessings Deck Card 8 (Turn 23 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 9 (Turn 24 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 10 (Turn 25 Radovan)
    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 26 Angban)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, you may bury your hand and discards to reroll.

    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Blessings Deck Card 12 (Turn 27 Ezren)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may remove 1 of your scourges.

    On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Blessings Deck Card 13 (Turn 28 Sajan)
    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 14 (Turn 29 Cogsnap)
    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 30 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.

    Laboratory
    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

    Lair
    Traits: Underground, Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2
    Located here: Sajan,
    Notes: possible villain

    Lair Card 1:
    Revitalize
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Lair Card 2:
    Cultist
    Story Bane Monster 1

    Traits
    Human
    Cultist
    Veteran

    Check
    Combat
    10+##
    OR
    Diplomacy
    8+#

    Powers
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Lair Card 3:
    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.

    Lair Card 4:
    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.

    Lair Card 5:
    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.

    Lair Card 6:
    Humanbane Rapier
    Weapon 2

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    11

    Powers
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

    Lair Card 7:
    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.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
    Notes: possible villain

    Shrine Card 1:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Shrine Card 2:
    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.

    Shrine Card 3:
    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.

    Shrine Card 4:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Shrine Card 5:
    Cultist
    Story Bane Monster 1

    Traits
    Human
    Cultist
    Veteran

    Check
    Combat
    10+##
    OR
    Diplomacy
    8+#

    Powers
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Shrine Card 6:
    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.

    Shrine Card 7:
    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.

    Shrine Card 8:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Shrine Card 9:
    Lady Andaisin
    Story Bane Monster 2

    Traits
    Human
    Cleric

    Check
    Combat
    16

    Powers
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
    After acting, suffer the scourge Wounded.

    Shrine Card 10:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Shrine Card 11:
    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.

    Oubliette
    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

    Pits
    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

    Cell
    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
    Located here: Angban, Radovan,

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Ezren, Cogsnap,

    Dungeons Card 1:
    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.

    Dungeons Card 2:
    Leukodaemon
    Story Bane Monster 2

    Traits
    Outsider
    Fiend
    Disease

    Check
    Combat
    14

    Powers
    Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
    If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.

    Dungeons Card 3:
    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.

    Dungeons Card 4:
    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.

    Dungeons Card 5:
    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.

    Dungeons Card 6:
    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.


  • Deck Handler for CotCT Radovan

    OFF-TURN ACTIONS: Cogsnaps turn - follow my buddy cogsnap to the Dungeons

    Hourglass Discard: The Betrayal
    WHEN THIS IS THE HOUR: When you acquire a boon, bury it.

    Start of Turn: Reveal Rodrick to recharge Alaeron

    Explore: Ghastly Runes
    Reveal belt, bury Ghoul (1)
    Disable 6+2: 1d8 + 4 + 1 + 1d6 + 1 ⇒ (7) + 4 + 1 + (6) + 1 = 19
    Ghastly Runes banished.

    Discard The Waxworks to explore.
    Explore: Leukodaemon
    Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
    Reveal belt. Auto succeed Acrobatics check.

    Reveal belt. Reveal humanbane rapier. Choosing not to use my Norge devil form since it is resistant to fire.
    Combat 14: 1d8 + 3 + 1d4 + 1 + 1d6 + 1 ⇒ (7) + 3 + (4) + 1 + (6) + 1 = 22

    When Closing: Summon and defeat the danger.
    danger: 1d2 ⇒ 2
    Encounter: Cultist
    Reveal belt. Reload humanbane rapier.
    Combat 10+2+2: 1d8 + 3 + 1d4 + 1 + 1 + 1d6 + 1 + 1d8 + 1d4 ⇒ (8) + 3 + (3) + 1 + 1 + (4) + 1 + (8) + (2) = 31
    When you encounter a Cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.
    Reveal belt
    Fortitude 5: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
    When Permanently Closed: Each local character may draw a card. - draw Humanbane Rapier.

    Dungeons closed. Radovan moves to Lair.

    End turn.

    "

    Radovan wrote:

    Hand: Appleslayer, Rodrick, The Joke, Blessing of the Ancients, Humanbane Rapier, Belt of Physical Prowess, Gorum's Iron,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    Current Location: Lair
    Hero Points: 2/2
    Reroll used? No
    NOTES:
    Available Support: Feel free to use my blessing(s).
    Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
    Displayed cards next to Devil Form(s):
    Devil Form Quang (OOC d6): Spectre (2)
    Devil Form Norge (IC d8): Spider Swarm (1)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Red Leathers, Blessing of the Elements, Rapier (Core), Zae, Keen Rapier, Snakebite Dagger, Spider Venom
    Recharged: Burglar (Core), Alaeron,
    Discard Pile: Thieves' Tools (Core), The Vision, The Waxworks (harrow),
    Buried Pile: Cave Bear (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)
    Fortitude: Constitution +2 (Norge 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)
    Reduce Fire damage dealt to you to 0. (Norge displayed)
    Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
    On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)

    "


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 2D: The Cult of Urgathoa
    STORY BANES:

  • Danger: Blood Veil, Cultist
  • Villain: Lady Andaisin
  • Closing Henchmen: Leukodaemon, Vampire (Ramoska Arkimos), Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist-Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.
  • When you encounter a Cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Deadfall Scorpion
    Monster 2

    Traits
    Vermin
    Poison

    Check
    Combat
    13

    Powers
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Monster 3
    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.

    Monster 4
    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 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Exploding Runes
    Barrier 2

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Disable
    8+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

    Barrier 3
    Spoiler:
    Captive Horror
    Barrier 2

    Traits
    Trigger
    Lock
    Skirmish

    Check
    Wisdom
    Disable
    Stealth
    9

    Powers
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

    Barrier 4
    Spoiler:
    Flask Of Curses
    Barrier 2

    Traits
    Curse
    Trap
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Weapon 2
    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.

    Weapon 3
    Spoiler:
    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.

    Weapon 4
    Spoiler:
    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.

    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:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 2
    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 3
    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.

    Spell 4
    Spoiler:
    Full Pouch
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display. While displayed:
    • When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    • At the end of your turn, banish.

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

    Spell 5
    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.

    Random Armors:
    Armor 1
    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 2
    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 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:
    Glamered Leather Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    7

    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.
    • On your Diplomacy or Stealth check, you may draw this card to add 1d4.

    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:
    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.

    Item 2
    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 3
    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 4
    Spoiler:
    White War Paint
    Item 2

    Traits
    Liquid
    Paint

    Check
    Melee
    Divine
    5

    Powers
    Display. While displayed:
    • On your checks against Undead banes, add 1d8.
    • When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Item 5
    Spoiler:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

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

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    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.

    Ally 3
    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 4
    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 5
    Spoiler:
    Flensing Jelly
    Ally 2

    Traits
    Ooze
    Alchemical
    Acid

    Check
    Intelligence
    Craft
    9
    OR
    Wisdom
    Survival
    11

    Powers
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    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.

    Blessing 3
    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.

    Blessing 4
    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.

    Blessing 5
    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.

    Turn: 16 Angban/eddiephlash

    Top of Blessing Discard Pile: The Keep - When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.

    Top Blessing:
    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 Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 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 18 Sajan)
    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 3 (Turn 19 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 20 Radovan)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 5 (Turn 21 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 6 (Turn 22 Ezren)
    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.

    Blessings Deck Card 7 (Turn 23 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 8 (Turn 24 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 25 Radovan)
    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 26 Angban)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, you may bury your hand and discards to reroll.

    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Blessings Deck Card 11 (Turn 27 Ezren)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may remove 1 of your scourges.

    On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Blessings Deck Card 12 (Turn 28 Sajan)
    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 29 Cogsnap)
    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 14 (Turn 30 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.

    Laboratory
    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

    Lair
    Traits: Underground, Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2
    Located here: Sajan, Radovan,
    Notes: possible villain

    Lair Card 1:
    Revitalize
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Lair Card 2:
    Cultist
    Story Bane Monster 1

    Traits
    Human
    Cultist
    Veteran

    Check
    Combat
    10+##
    OR
    Diplomacy
    8+#

    Powers
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Lair Card 3:
    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.

    Lair Card 4:
    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.

    Lair Card 5:
    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.

    Lair Card 6:
    Humanbane Rapier
    Weapon 2

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    11

    Powers
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

    Lair Card 7:
    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.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
    Notes: possible villain

    Shrine Card 1:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Shrine Card 2:
    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.

    Shrine Card 3:
    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.

    Shrine Card 4:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Shrine Card 5:
    Cultist
    Story Bane Monster 1

    Traits
    Human
    Cultist
    Veteran

    Check
    Combat
    10+##
    OR
    Diplomacy
    8+#

    Powers
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Shrine Card 6:
    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.

    Shrine Card 7:
    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.

    Shrine Card 8:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Shrine Card 9:
    Lady Andaisin
    Story Bane Monster 2

    Traits
    Human
    Cleric

    Check
    Combat
    16

    Powers
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
    After acting, suffer the scourge Wounded.

    Shrine Card 10:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Shrine Card 11:
    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.

    Oubliette
    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

    Pits
    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

    Cell
    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
    Located here: Angban,

    Dungeons
    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
    Located here: Ezren, Cogsnap,


  • Deck Handler Desired Upgrades

    acrobatics 6 BYA vs Leukodaemon recharging Gem of Mental Acuity (Core): 1d12 ⇒ 3

    combat dmg: 1d4 + 1 ⇒ (1) + 1 = 2

    Discard cat and Enhance. Draw a card on Dungeons close: Locate Object (Core). Move to Lair on close.

    Cast Locate Object at Lair. Lair Card 1: Revitalize. Encounter it.

    Lair Card 1: Revitalize:

    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    wisdom 6: 1d8 ⇒ 2

    Ezren attempts to recover all cards in their Recovery pile.
    Locate Object (Core): Arcane 8: 1d12 + 1d4 + 4 ⇒ (10) + (4) + 4 = 18 -> Locate Object (Core) recharged.

    Lair card 1 banished.


    Lvl 3 Gunslinger. Deck Handler

    Move to Dungeons with the crew when Cell was closed. Dex check from Radovan's turn.
    Dex 6: 1d8 + 2 ⇒ (5) + 2 = 7 Success!
    Not Exhausted. Draw a card: Blessing of Calistria and move to Lair upon close.

    Start turn. Hour is The Keep. Explore card 2: Cultist. Scenario power adds d4 to con check.
    Fort 5: 1d10 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9 Plagued avoided.
    Combat. Bury Shock Musket and Poisoned Bullets
    Combat 8 + # + 2 = 12: 1d8 + 5 + 1d10 + 1 + 2d8 + 1d12 ⇒ (5) + 5 + (9) + 1 + (7, 8) + (10) = 45 Defeated!

    Attempt to close. Discard Orison to bless.
    Str 5 + # = 7: 2d8 ⇒ (5, 7) = 12 Success!

    No villains here, Lair is closed! We all move to the Shrine when closed.

    End turn. Recharge buried Shock Musket. Reset hand, drawing 1.

    Angban wrote:

    Hand: The Sickness, Tower Shield, Hand Cannon, Blessing of Calistria, Alchemical Cartridges,

    Displayed: Hide Armor, Armored Coat,
    Deck: 10 Discard: 1 Buried: 1
    Current Location: Shrine
    Hero Points: 0
    Shirt Reroll: Used
    NOTES:
    Available Support: Please use my blessings. Hand cannon adds 2d6 to a distant combat.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dragon Pistol +1, Surgeon
    Recharged: Powder Horn, Blessing of Achaekek, Dragon Pistol, Benevolent Buckler, Pistol +1, Blessing of Alkenstar, Ausio Carowyn, Shock Musket +1,
    Discard Pile: Orison,
    Buried Pile: Poisoned Bullets,

    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
    Craft: Intelligence +3
    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: Soothing Word. Draw it.

    Shrine Card 1: Thunderstorm:

    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Display Thunderstorm at Shrine. Discard The Mountain Man healing Cat and exploring.

    Shrine Card 2: 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.

    knowledge 7: 1d12 + 4 ⇒ (6) + 4 = 10

    Examine next card due to Ingratiating Minion: Sands Of The Hour.

    Leech targeting self: 1d4 - 1 ⇒ (2) - 1 = 1

    Cast Soothing Word on Cogsnap.

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Soothing Word: Arcane 11: 1d12 + 1d4 + 4 ⇒ (9) + (4) + 4 = 17 -> Soothing Word recharged.

    Ezren resets their hand.

    Ezren wrote:

    Hand: Harrowstrike, Spellbook (Core), Cat (Core), Codex (Core), False Life, The Mountain Man, The Juggler,

    Displayed:
    Deck: 10 Discard: 2 Buried: 2
    "Current Location: Shrine
    Hero Points: 4"
    "NOTES:
    Available Support: Folio reroll: used
    Blessings are available for use.

    The Mountain Man: On a Strength or Constitution check, after the roll, discard to add 3.

    The Juggler: On another character's check, freely discard to reroll a die.

    Codex (Core): On a local check to acquire, discard to add your Knowledge skill. (1d12 +4)
    Movement: Move me to Shrine 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): Fiery Glare (Core), Gem of Mental Acuity (Core), Soothing Word 2, Frost Ray (Core), Lightning Bolt, Bound Imp (Core), Force Missile (Core), Locate Object (Core), Leech
    Recharged: Soothing Word,
    Discard Pile: Mist Horn (Core), Enhance,
    Buried Pile: Knock, Twisted Space,
    "
    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.

    Shrine card 1 Thunderstorm displayed at Shrine. Card 2 banished. Card 3 examined.

    Cogsnap healed for 1.


    Hour: On your non-Attack combat check, add 1.

    Start of turn:
    Thunderstom 1d4 ⇒ 2 Nothing happens

    Explore: Sands Of The Hour
    Perc 4: 1d8 + 1 ⇒ (4) + 1 = 5 Acquired.

    Discard Sands of the Hour to examine: Red Mantis Initiate and explore.
    BD, Random char (S, C, R, E): 1d4 ⇒ 1: Sajan takes 1d4 ⇒ 4 Ranged damage. Char power reduces by 1. Recharge Hide Armor to reduce by 1. Discard Rapier and Cook.
    Recharge The Locksmith for char power, reveal Amulet of Fiery Fists for +d8+Fire, +1 from hour
    Combat 10+##=14: 1d8 + 4 + 1d10 + 1 + 1d8 + 1 ⇒ (6) + 4 + (8) + 1 + (2) + 1 = 22 Defeated.

    Draw up to 5.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +2
    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 ([X1] 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 ([X2] or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 [X2] 4 ☐ 5
    BLESSING 7 [X1] 8 ☐ 9 ☐ 10

    Hand: Keen Rapier, Amulet of Fiery Fists, Shining Wayfinder, Bat, Incitation
    Displayed: 0
    Deck: 8 Discard: 8 Buried: 1
    Hero Points: 1 Shirt Reroll Available (CCT-2D): Yes
    Notes:
    Amulet of Fiery Fists:
    Amulet of Fiery Fists
    Item 2

    Traits
    Accessory
    Magic

    Checks
    Wisdom
    Divine
    7
    or
    Intelligence
    Arcane
    9

    Powers
    Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

    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.


    During This Adventure: Adventure 1: Edge of Anarchy

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 2D: The Cult of Urgathoa
    STORY BANES:

  • Danger: Blood Veil, Cultist
  • Villain: Lady Andaisin
  • Closing Henchmen: Leukodaemon, Vampire (Ramoska Arkimos), Cultists-Proxy A

    DURING THIS SCENARIO:

  • When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist-Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.
  • When you encounter a Cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

    Powers
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    Monster 2
    Spoiler:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Monster 3
    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 4
    Spoiler:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Monster 5
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Random Barriers:
    Barrier 1
    Spoiler:
    Captive Horror
    Barrier 2

    Traits
    Trigger
    Lock
    Skirmish

    Check
    Wisdom
    Disable
    Stealth
    9

    Powers
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

    Barrier 2
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Barrier 3
    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 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:
    Symbol Of Agony
    Barrier 2

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

    Random Weapons:
    Weapon 1
    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.

    Weapon 2
    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 3
    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 4
    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 5
    Spoiler:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    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.

    Spell 2
    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 3
    Spoiler:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 4
    Spoiler:
    Infernal Healing
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Display next to a local character.
    While displayed:
    • At the end of this character’s turns, they may bury a card from their discards to heal a card.
    • At the end of the scenario, banish; if proficient, bury instead.

    Spell 5
    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.

    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:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Armor 3
    Spoiler:
    Glamered Leather Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    7

    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.
    • On your Diplomacy or Stealth check, you may draw this card to add 1d4.

    Armor 4
    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.

    Armor 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Item 2
    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.

    Item 3
    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 4
    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 5
    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.

    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:
    Flensing Jelly
    Ally 2

    Traits
    Ooze
    Alchemical
    Acid

    Check
    Intelligence
    Craft
    9
    OR
    Wisdom
    Survival
    11

    Powers
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Ally 3
    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 4
    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 5
    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.

    Random Blessings:
    Blessing 1
    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 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:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    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.

    Blessing 4
    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 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: 19 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: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Radovan)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 2 (Turn 21 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 22 Ezren)
    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.

    Blessings Deck Card 4 (Turn 23 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 5 (Turn 24 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 25 Radovan)
    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 7 (Turn 26 Angban)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, you may bury your hand and discards to reroll.

    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Blessings Deck Card 8 (Turn 27 Ezren)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may remove 1 of your scourges.

    On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Blessings Deck Card 9 (Turn 28 Sajan)
    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 10 (Turn 29 Cogsnap)
    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 11 (Turn 30 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.

    Laboratory
    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

    Lair
    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:

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:1 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:2
    Located here: Ezren, Sajan, Radovan, Cogsnap, Angban,
    Notes: Thunderstorm displayed

    Shrine Card 1:
    Cultist
    Story Bane Monster 1

    Traits
    Human
    Cultist
    Veteran

    Check
    Combat
    10+##
    OR
    Diplomacy
    8+#

    Powers
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Shrine Card 2:
    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.

    Shrine Card 3:
    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.

    Shrine Card 4:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Shrine Card 5:
    Lady Andaisin
    Story Bane Monster 2

    Traits
    Human
    Cleric

    Check
    Combat
    16

    Powers
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
    After acting, suffer the scourge Wounded.

    Shrine Card 6:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Shrine Card 7:
    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.

    Oubliette
    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

    Pits
    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

    Cell
    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

    Dungeons
    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


  • Thunderstorm:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.


    Cogsnap's Deck Manager

    Off turn actions:
    Leukodaemon BA check during Radovan's turn: Dexterity 6: 1d8 ⇒ 2 failed
    Combat damage: 1d4 + 1 ⇒ (1) + 1 = 2 Discard Armored Coat and Harrower for damage. Suffer scourge Exhausted. Radovan can display a monster next to one of their devil forms.
    Move to Shrine when Dungeons closes.
    Ezren's Soothing Word heals BotElements and removes Exhausted.

    Start of turn:The hour of Benefaction
    When this is the hour: No effect.
    Thunderstorm roll: 1d4 ⇒ 1
    Electricity damage: 1d6 ⇒ 1 Phew! Discard Brilliance and banish Thunderstorm. Radovan can display a monster next to a devil form.
    Remain at Shrine.

    Explore:

    Cultist:
    Story Bane Monster 1
    Traits
    Human
    Cultist
    Veteran

    Check
    Combat
    10+##
    OR
    Diplomacy
    8+#

    Powers
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Noxious Bomb to recovery. BBs add 1d8.
    Combat 10+##=14: 1d10 + 4 + 2d6 + 1d8 ⇒ (3) + 4 + (1, 4) + (7) = 19 defeated
    Recharge Deathgrip to draw a new Liquid/Alchemical Item from the box: Balmberry (Item 0)
    Attempt location close, Radovan discards BotAncients (or recharges? Hour is 0). Location adds 2 to Divine checks.
    Divine 5+#=7: 2d4 + 2 ⇒ (4, 3) + 2 = 9 success
    Location not closed. All cards banished except Villain.

    End turn and attempt recovery:
    Noxious Bomb - Craft 7: 1d10 + 4 + 1d8 ⇒ (6) + 4 + (1) = 11 recharged
    Reset hand.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient sound of clinking bottles
    "Sshhh! Sshh! One of you better quit that clinking racket! There's the vile wretch there! ...Wait, that clinking noise is me?"

    Cogsnap the Unbleached wrote:

    Hand: Tangleburn Bag, Elixir of Love, Burglar's Bracers, Blast Stone, Elixir of Healing, Clockwork Servant, Balmberry (acquired),

    Displayed:
    Deck: 5 Discard: 7 Buried: 4
    Current Location: Shrine
    Hero Points (Available): 1
    NOTES:
    Available Support: Blast Stone and Elixir of Healing available.
    Other: Dice Re-Roll Used for 2C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gentleman Explorer, Elixir of Love (acquired), Blessing of the Elements 2, Acid Flask
    Recharged: Deathgrip (acquired),
    Discard Pile: The Brass Dwarf (Harrow), Armored Coat, Disable Mechanism (acquired), Tinker, Blessing of the Elements 1, Harrower (acquired), Brilliance,
    Buried Pile: The Snakebite, Galvanic Chakram +1, Heavy Crossbow, Embalming Fluid,

    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 ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box

    Forgot the Con/Fort 5 AA check for the Cultist.
    Constitution 5: 1d6 + 1d4 ⇒ (3) + (3) = 6 not plagued


    Deck Handler for CotCT Radovan

    OFF-TURN ACTIONS: Sajans turn - display Attic Whisperer (1) next to Quang. Cogsnaps turn - display Harpy (2) next to Norge and Skeleton (0) next to Norge. Recharge BotAncients

    Hourglass Discard: Zon-kuthon’s Pain
    WHEN THIS IS THE HOUR: After discarding any number of cards as damage, draw a card.

    Explore: Lady Andaisin
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
    Reveal belt, bury Spectre (2)
    Fortitude 9: 1d8 + 2 + 1 + 1d6 + 2 ⇒ (4) + 2 + 1 + (3) + 2 = 12
    Reveal belt, banish Harpy (2), reveal humanbane rapier
    Combat 16: 1d8 + 3 + 1d4 + 1 + 1 + 1d8 + 2 + 1d6 + 1 + 1d8 ⇒ (2) + 3 + (2) + 1 + 1 + (8) + 2 + (2) + 1 + (8) = 30
    Lady Andaisin defeated. Radovan is wounded.

    Discard Rodrick to explore.
    1 Daughter of Urgathoa, 2 proxy b: 1d2 ⇒ 1
    Explore: Daughter of Urgathoa
    Reveal belt, bury Attic Whisperer (1)
    Fortitude 9: 1d8 + 2 + 1 + 1d6 + 1 ⇒ (5) + 2 + 1 + (6) + 1 = 15
    Reveal belt, banish Spider Swarm (1), reload humanbane rapier, recharge Gorum's Iron
    Combat 18: 1d8 + 3 + 1d4 + 1 + 1 + 1d8 + 1 + 1d6 + 1 + 1d4 + 1d8 ⇒ (7) + 3 + (1) + 1 + 1 + (2) + 1 + (5) + 1 + (2) + (2) = 26
    Daughter of Urgathoa defeated. We win!


    DEVELOPMENT:
    As you carefully burn the vats of blood veil, you piece most of the plot together. With the combined efforts of Doctor Davaulus, the necromancer Rolth Lamm, and the vampire Ramoska Arkminos, the blood veil was set loose, sowing discord and terror among the hapless citizens of Korvosa. It doesn’t take much effort to imagine who might benefit from such chaos.

    For now, you relish a smaller victory, one that makes you heroes in the eyes of all. In rescuing the musician Ruan from the vampire, you learned that some Varisians displayed immunity to the blood veil. This allows the Grand Cathedral of Pharasma to develop a cure for the plague. As soon as a subject is immunized, they spread the cure merely by contacting the infected. Within a week, the plague is destroyed forever.

    Many have died. The city is in no condition for more strife. Queen Ileosa commends your work from a distance. It’s best you don’t meet her face to face.

    For now.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Loot: ally Ruan Mirkova.
    Ruan Mirukova:
    Ruan Mirukova
    Ally 3

    Traits
    Loot
    Human
    Bard

    Check
    Charisma
    Diplomacy
    12

    Powers
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    ADVENTURE REWARD:

  • The party gains a supporter feat.

    ACQUIRED CARDS:
    Weapon 0 Sling
    Spell 2 Deathgrip
    Spell 2 Disable Mechanism
    Spell 1 Knock
    Spell 2 Twisted Space
    Armor 0 Armored Coat
    Armor 0 Hide Armor
    Item 0 Balmberry
    Item 0 Elixir Of Love
    Item 0 Noxious Bomb
    Ally 0 Harrower
    Blessing 0 Orison
    Blessing 0 Sands Of The Hour
    Blessing 1 The Juggler


  • Adventure 3—Escape from Old Korvosa
    UPGRADE THE VAULT:

  • The vault should contain all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteranl, non-blessing boons.

    DURING THIS ADVENTURE:

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

    Curse 3A: Red Mantis and Orange Flames
    As saviors of Korvosa, you would think you could enjoy some comfort after ending the horrors of the plague. Whatever the opposite of comfort is, that’s your new lot in life.

    Queen Ileosa, Korvosa’s recently ascended monarch, is none too happy with the state of the soldiery. She has crippled the Korvosan Guard, in which you were enrolled of late. She has disbanded Sable Company, the hippogriff-riding marines that defended the city from assault. The Hellknights of the Nail have fled the city rather than face the wrath of the queen. Only the queen’s newest force, the armor-clad women who make up the Gray Maidens, have been given free rein to secure the city.

    As Ileosa announced these draconian changes, Sable Company commandant Marcus Thalassinus Endrin rebelled in front of the crowd. Commanded to surrender his badge, he instead shot the queen with an arrow, striking her in the head. But instead of becoming an assassin, Endrin became the victim. Despite her grievous injury, Ileosa seized him by the throat and rammed his own arrow into his gullet. Tossing aside the wounded commandant, Ileosa declared martial law and locked herself inside her castle, safe from the madding crowd.

    Your commander, Field Marshal Cressida Kroft, urges you to seek shelter. Fortunately, an obvious place recommended itself: swordsman Vencarlo Orisini has a school in the heart of the city. Old Korvosa has been under quarantine since the onset of the plague, its wooden bridges burned and its only stone bridge guarded by the Gray Maidens. The Maidens’ assignment is to keep Old Korvosa’s inhabitants in; if anyone tries to get out, they shoot the offender on the spot.

    But for those on the outside wanting in, that is none of the Maidens’ concern. If you want to imprison yourself amid the rest of the trapped rabble, they’re all too happy to let you. Just don’t try to escape, they warn you.

    You accept their terms and head toward Vencarlo’s fencing academy. It will be good to have a place where the Gray Maidens can’t find you. The school will be your haven.

    If only it weren’t on fire.

    LOCATIONS:
    1-Base
    1-Bank of Abadar
    1-Library
    1-Manor
    2-Office
    3-Storehouse
    4-Blood Pool
    5-Tenement
    6-Rooftops

    STORY BANES:

  • Danger: Inferno
  • Villain: None
  • Henchmen (Closing): Red Mantis Assassins-Proxy A

    DURING THIS SCENARIO:

  • At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.


  • (S,C,R,A,E): 1d9 + 1d8 + 1d7 + 1d6 + 1d5 ⇒ (6) + (7) + (5) + (1) + (3) = 22

    Sajan: The Rakshasa
    Cogsnap: The Vision
    Radovan: The Joke
    Angban: The Foreign Trader
    Ezren: The Inquisitor


    During This Adventure: Adventure 1: Edge of Anarchy

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

    During This Scenario: Curse 3A: Red Mantis and Orange Flames
    STORY BANES:

  • Danger: Inferno
  • Villain: None
  • Henchmen (Closing): Red Mantis Assassins-Proxy A

    DURING THIS SCENARIO:

  • At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Monster 2
    Spoiler:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Monster 3
    Spoiler:
    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.

    Monster 4
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    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.

    Barrier 4
    Spoiler:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Weapon 2
    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 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:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    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:
    Wall Of Light
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Loot

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    • On another local character’s combat check, add 1d4 and the Magic trait.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

    Spell 3
    Spoiler:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Spell 4
    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 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:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

    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 Acrobatics modifier.

    Armor 2
    Spoiler:
    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.

    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 Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 5
    Spoiler:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Horn Of Blasting
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

    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:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Item 4
    Spoiler:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Item 5
    Spoiler:
    Liquid Courage
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • Remove your scourge Frightened.
    • You may banish to ignore a monster’s before acting powers.

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

    Random Allies:
    Ally 1
    Spoiler:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

    Powers
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    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:
    Pit Gladiator
    Ally 2

    Traits
    Human
    Fighter

    Check
    Strength
    Melee
    10
    THEN
    Charisma
    Diplomacy
    9

    Powers
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    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:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Random Blessings:
    Blessing 1
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would fail a check, you may bury 1 card to reroll 1 die.

    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.

    Blessing 2
    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 3
    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.

    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 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.

    Turn: 1 Angban/eddiephlash

    Top of Blessing Discard Pile: The Brass Dwarf - When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.

    Top Blessing:
    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 Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Ezren)
    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 2 (Turn 3 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 3 (Turn 4 Cogsnap)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Blessings Deck Card 4 (Turn 5 Radovan)
    Spoiler:
    Master Of Masters
    Blessing 3

    Traits
    Deity: Irori
    Divine

    Check
    Acrobatics
    Divine
    Fortitude
    8

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

    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.

    Blessings Deck Card 5 (Turn 6 Angban)
    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 7 Ezren)
    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.

    Blessings Deck Card 7 (Turn 8 Sajan)
    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 8 (Turn 9 Cogsnap)
    Spoiler:
    The Eternal Rose
    Blessing 3

    Traits
    Deity: Shelyn
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster, you may evade it.

    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.

    Blessings Deck Card 9 (Turn 10 Radovan)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your check to acquire is blessed.

    On any check, discard to bless.
    On another character’s check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Blessings Deck Card 10 (Turn 11 Angban)
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your Stealth check or your check that invokes the Poison trait, add 1d4.

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessings Deck Card 11 (Turn 12 Ezren)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 12 (Turn 13 Sajan)
    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 13 (Turn 14 Cogsnap)
    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.

    Blessings Deck Card 14 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Intelligence or Wisdom check, the difficulty is increased by 3.

    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    Blessings Deck Card 15 (Turn 16 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 16 (Turn 17 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 17 (Turn 18 Sajan)
    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 18 (Turn 19 Cogsnap)
    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.

    Blessings Deck Card 19 (Turn 20 Radovan)
    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 20 (Turn 21 Angban)
    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.

    Blessings Deck Card 21 (Turn 22 Ezren)
    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 Sajan)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 23 (Turn 24 Cogsnap)
    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 24 (Turn 25 Radovan)
    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 25 (Turn 26 Angban)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 26 (Turn 27 Ezren)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 27 (Turn 28 Sajan)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 28 (Turn 29 Cogsnap)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 29 (Turn 30 Radovan)
    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.

    Bank Of Abadar
    Traits: Sacred, Urban
    At This Location: When you acquire a boon, bury a card.
    When Closing: Bury an item.
    When Permanently Closed: No effect.
    M:0 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:1 ?:1

    Bank Of Abadar Card 1:
    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.

    Bank Of Abadar Card 2:
    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.

    Bank Of Abadar Card 3:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Bank Of Abadar Card 4:
    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.

    Bank Of Abadar Card 5:
    Ausio Carowyn
    Ally 3

    Traits
    Loot
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    7
    OR
    Banish A Weapon
    0

    Powers
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

    Bank Of Abadar Card 6:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Bank Of Abadar Card 7:
    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.

    Bank Of Abadar Card 8:
    Persona Mask
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    9

    Powers
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.

    Bank Of Abadar Card 9:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Bank Of Abadar Card 10:
    Wand Of Enervation
    Item 3

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:1

    Library Card 1:
    Drums Of Haste
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    8

    Powers
    At the end of a local character’s move step, display at your location.
    While displayed:
    • At the end of each turn, local characters may move, and distant characters may move here.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Library Card 2:
    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.

    Library Card 3:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Library Card 4:
    Bogeyman
    Monster 3

    Traits
    Fey

    Check
    Combat
    14

    Powers
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

    Library Card 5:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Library Card 6:
    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.

    Library Card 7:
    Locate Object
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Library Card 8:
    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.

    Library Card 9:
    Commune
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Library Card 10:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:2 W:0 Sp:2 Ar:1 I:2 Al:2 Bl:0 ?:1

    Manor Card 1:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Manor Card 2:
    Life Drain
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    9

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

    Manor 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.

    Manor Card 4:
    White War Paint
    Item 2

    Traits
    Liquid
    Paint

    Check
    Melee
    Divine
    5

    Powers
    Display. While displayed:
    • On your checks against Undead banes, add 1d8.
    • When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Manor Card 5:
    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.

    Manor Card 6:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Manor Card 7:
    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.

    Manor Card 8:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Manor Card 9:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Manor Card 10:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    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:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

    Powers
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Office Card 2:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Office Card 3:
    Marked Cards
    Item 3

    Traits
    Tool
    Magic
    Gambling

    Check
    Intelligence
    Craft
    Disable
    10

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

    Office Card 4:
    Eries Yelloweyes
    Ally 2

    Traits
    Lycanthrope
    Hireling

    Check
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Office Card 5:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Office Card 6:
    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.

    Office Card 7:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Office Card 8:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

    Powers
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    Office Card 9:
    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.

    Office Card 10:
    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.

    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:
    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.

    Storehouse Card 2:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Storehouse Card 3:
    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.

    Storehouse Card 4:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Storehouse Card 5:
    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.

    Storehouse Card 6:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Storehouse Card 7:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

    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.

    Storehouse Card 8:
    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.

    Storehouse Card 9:
    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.

    Storehouse Card 10:
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1

    Blood Pool Card 1:
    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.

    Blood Pool Card 2:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Blood Pool Card 3:
    Raccoon
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Blood Pool Card 4:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Blood Pool Card 5:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Blood Pool Card 6:
    The Unveiling
    Item P2

    Traits
    Liquid
    Alchemical

    Check
    Constitution
    Divine
    Fortitude
    7

    Powers
    Banish or shuffle into another character’s deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Blood Pool Card 7:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Blood Pool Card 8:
    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.

    Blood Pool Card 9:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    15

    Powers
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Blood Pool Card 10:
    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.

    Tenement
    Traits: Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M:1 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:1 ?:1

    Tenement Card 1:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Tenement Card 2:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Tenement Card 3:
    Tangleburn Bag
    Item 2

    Traits
    Object
    Alchemical
    Attack
    Fire

    Check
    Intelligence
    Craft
    10

    Powers
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Tenement Card 4:
    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.

    Tenement Card 5:
    Dream Spider
    Ally 3

    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

    Powers
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    Tenement Card 6:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Tenement Card 7:
    Seeking Longbow
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Tenement Card 8:
    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.

    Tenement Card 9:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Tenement Card 10:
    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.

    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.

    Base Card 2:
    Trinia Sabor
    Supporter 1

    Traits
    Human
    Bard
    Veteran

    Check

    Powers
    Display. While displayed:
    • On any non-combat check, you may bury to add 1d4+#.
    • □ You may bury to heal a character a card and/or remove a scourge from them.

    Base Card 3:
    Thousand Bones
    Supporter 1

    Traits
    Human
    Shaman
    Respect

    Check

    Powers
    Display. While displayed:
    • You may bury to heal a character 1d4+1 cards.
    • □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.

    Base Card 4:
    Ishani Dhatri
    Supporter 2

    Traits
    Human
    Cleric

    Check

    Powers
    Display. While displayed:
    • You may bury to heal each local character a card.
    • You may bury to remove a scourge from each local character.
    • □ You may bury to draw a new blessing.

    Base Card 5:
    Keppira D’bear
    Supporter 2

    Traits
    Human
    Cleric

    Check

    Powers
    Display. While displayed:
    • On all checks against Undead banes, add 1d4.
    • □ You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.

    Base Card 6:
    Vencarlo Orisini
    Supporter 1

    Traits
    Human
    Expert

    Check

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6.
    • □ On any combat check, you may bury to reroll.

    Base Card 7:
    Amin Jalento
    Supporter 1

    Traits
    Human
    Aristocrat

    Check

    Powers
    Display. While displayed:
    • On any check to acquire, you may bury to add 1d6.
    • □ You may bury to draw 2 new items, then banish 1 of them.


  • Start at Storehouse for +1 card.

    Discard new harrow: The Betrayal

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +2
    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 ([X1] 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 ([X2] or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 [X2] 4 ☐ 5
    BLESSING 7 [X1] 8 ☐ 9 ☐ 10

    Hand: Keen Rapier, Bat, Cook, Orison, Prayer, Prayer, The Rakshasa
    Displayed: 0
    Deck: 10 Discard: 1 Buried: 1
    Hero Points: 2 Shirt Reroll Available (CCT-3A): Yes
    Notes:
    Keen Rapier:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Checks
    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.

    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.

    Cook:
    Cook
    Ally 2

    Traits
    Human
    Hireling

    Checks
    Charisma
    Diplomacy
    6

    Powers
    At the start of your turn, display this card. While displayed, add 1d4 to any Constitution or Fortitude check by a character at your location. At the end of your turn, recharge this card.
    Discard this card to explore your location.

    Orison:
    Orison
    Blessing 0

    Traits
    Divine

    Checks
    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.

    Prayer:
    Prayer
    Blessing 0

    Traits
    Divine

    Checks
    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.

    Prayer:
    Prayer
    Blessing 0

    Traits
    Divine

    Checks
    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.

    The Rakshasa:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Checks
    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.


    Cogsnap's Deck Manager

    Stone Skin swapped in for Brilliance.
    Start at Storehouse for hand size increase, then Cogsnap will move to Library.

    Cogsnap the Unbleached wrote:

    Hand: Galvanic Chakram +1, Stone Skin, Elixir of Love, Blast Stone, Acid Flask, Clockwork Servant, Gentleman Explorer, The Snakebite, The Vision (Harrow),

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points (Available): 2
    NOTES:
    Available Support: Blessings available. Stone Skin, Blast Stone & Acid Flask all available for use. Clockwork Servant recharges to add 1d6 to a local Int/Craft check.
    Movement: Move me to Library or Bank of Abadar when my location closes.
    Other: Dice Re-Roll Used for 3A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements 2, Tinker, Blessing of the Elements 1, Embalming Fluid, Armored Coat, Heavy Crossbow, Burglar's Bracers, Elixir of Healing, Tangleburn Bag
    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, 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 ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box


    Deck Handler Desired Upgrades

    Trading out Quarterstaff for loot card Soothing Word. Starting at Storehouse.

    Ezren wrote:

    Hand: Spellbook (Core), False Life, Soothing Word 2, Gem of Mental Acuity (Core), Force Missile (Core), Lightning Bolt, Harrowstrike, Leech, The Inquisitor,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Current Location: Storehouse
    Hero Points: 5"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.

    The Inquisitor: On any check, discard to bless and ignore immunities and resistances.
    Movement: Move me to Shrine 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): Cat (Core), Mist Horn (Core), Enhance, Codex (Core), Fiery Glare (Core), Fly (Core), Bound Imp (Core), Frost Ray (Core), Locate Object (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.

    Placing random blessing #5 The Liar into my discard pile.


    Lvl 3 Gunslinger. Deck Handler

    Always start at Storehouse when given a chance. Take Ausio Carowyn as loot, this time replacing Surgeon, as Master Gunner will help me keep weapons, and don't want to be caught flat-footed again.

    Angban wrote:

    Hand: Shock Musket +1, Master Gunner, Blessing of Alkenstar, Benevolent Buckler, Dragon Pistol, Hand Cannon, The Foreign Trader,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points: 3
    Shirt Reroll: Available
    NOTES:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hide Armor, Poisoned Bullets, Ausio Carowyn, Pistol +1, Blessing of Achaekek, Blessing of Calistria, Gorum's Iron, Tower Shield, Alchemical Cartridges, Dragon Pistol +1, Powder Horn
    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
    Craft: Intelligence +3
    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.


    Lvl 3 Gunslinger. Deck Handler

    Start turn, hour is The Brass Dwarf. Explore Storehouse card 1: Boots Of Friendly Terrain.
    Dex 8: 1d8 + 2 ⇒ (6) + 2 = 8 Acquired!

    Discard Master Gunner to explore card 2: Bastion Boots.
    Dex 5: 1d8 + 2 ⇒ (6) + 2 = 8 Acquired!

    "WHO left all these BOOTS?! I don't understand them, myself. Alls I need to get around is my trusty Tower shield, and hard worn Dwarven feet!"

    Discard Foreign Trader (harrow) to explore. First recharge Hand cannon, Boots of Friendly Terrain, and Benevolent Buckler, then draw 3: Pistol +1, Dragon Pistol +1, and Alchemical Cartridges. Explore card 3: Strangler.
    Dex 8: 1d8 + 2 ⇒ (5) + 2 = 7
    Oh no, can't play spells, whatever will I do? BANG!
    For Combat, reveal and bury Pistol +1.
    Combat 10: 1d8 + 5 + 1d6 + 1 + 1d10 ⇒ (7) + 5 + (1) + 1 + (9) = 23 Strangle this!

    Display Alchemical Cartridges. End turn.
    Random location: 1d7 ⇒ 3: Manor
    Number of cards: 1d4 ⇒ 4: Red Mantis Assassin, Life Drain, Covering Heavy Shield, White War Paint
    Summon danger: Inferno. Recharge Bastion Boots to Evade. Banish the 3 examined boons, and recharge RMA into Manor.

    Continue End of turn. Recharge Pistol +1. Reset hand, drawing 1 per extra hand size.

    Angban wrote:

    Hand: Shock Musket +1, Blessing of Alkenstar, Dragon Pistol, Dragon Pistol +1, Gorum's Iron, Ausio Carowyn,

    Displayed: Alchemical Cartridges,
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Storehouse
    Hero Points: 3
    Shirt Reroll: Available
    NOTES:
    Available Support: Ausio adds 2d12 to a local acquire - Please use to pick up lvl 3 stuff! Alkenstar adds any die up to a d12 on a check - recharging or reloading on accuracy. Gorum's Iron recharges to bless non-Attack combat. Dragon Pisols each add d6 to a local combat - Please use any/all!
    Movement: Office/Blood Pool/Tenement are all fine for me.
    Other: Bang bang, use my guns for combat support if needed.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Powder Horn, Poisoned Bullets, Hide Armor, Blessing of Calistria, Blessing of Achaekek, Tower Shield
    Recharged: Hand Cannon, Boots Of Friendly Terrain, Benevolent Buckler, Bastion Boots, Pistol +1,
    Discard Pile: Master Gunner, The Foreign Trader,
    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
    Craft: Intelligence +3
    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

    Benefaction: No effect.

    Examine the top card of my deck: Fly (Core). Draw it.

    Move to Base.

    Draw 1. Cressida Kroft, 2. Trinia Sabor, 3. Thousand Bones. Keep and display Cressida Kroft and draw a card: Enhance. Bury Cressida Kroft to draw an attack spell. Random spell #1 Wall Of Light.

    Discard The Inquisitor to explore. Recharge Soothing Word 2, Force Missile (Core), and Wall Of Light. Draw 3 cards: Frost Ray (Core), Codex (Core), and Mist Horn (Core).

    Draw 2. Trinia Sabor, 3. Thousand Bones, 4. Ishani Dhatri. Keep and display Ishani Dhatri. Draw a card: Cat (Core). Bury Ishani Dhatri to draw random blessing #1 The First.

    Discard Cat to explore. Draw 2. Trinia Sabor, 3. Thousand Bones, 5. Keppira D’bear. Keep and display Keppira D’bear. Draw a card: Fiery Glare (Core).

    Leech targeting self: 1d4 - 1 ⇒ (1) - 1 = 0

    Recharge The First to explore. Draw 2. Trinia Sabor, 3. Thousand Bones, 6. Vencarlo Orisini. Keep and display Thousand Bones and heal for 1.

    Cast Fly examining the top card of Bank Of Abadar (Bloodscent) and Blood Pool (Incitation). Move to Library.

    Recharge Frost Ray (Core) to examine Library card 1 Drums Of Haste. Recharge Mist Horn (Core) to encounter it.

    Library Card 1: Drums Of Haste:

    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    8

    Powers
    At the end of a local character’s move step, display at your location.
    While displayed:
    • At the end of each turn, local characters may move, and distant characters may move here.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    charisma 8 recharging Gem of Mental Acuity (Core), recharging Harrowstrike to add 1d4, revealing Codex: 1d12 + 1d4 + 1 ⇒ (5) + (4) + 1 = 10

    Recharge False Life to examine Library card 2 The Rabbit Prince. Recharge Drums Of Haste to encounter it.

    Library Card 2: 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.

    dexterity 4 +3 displaying Enhance for Dexterity, revealing Codex: 1d6 + 5 ⇒ (4) + 5 = 9

    Discard The Rabbit Prince to explore.

    Library Card 3: Red Mantis Assassin:

    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    wisdom 4 +3 BYA: 1d8 ⇒ 1

    difficulty increase: 1d6 ⇒ 3

    Cogsnap recharges The Snakebite.

    combat 10 +3 +3 +4 +3 casting Lightning Bolt, blessed by The Snakebite, recharging Codex (Core) to add 1d4: 2d12 + 3d6 + 1d4 + 4 ⇒ (5, 4) + (5, 1, 5) + (1) + 4 = 25

    knowledge 5 +3 to close aided by Suit: 1d12 + 1d4 + 4 ⇒ (2) + (3) + 4 = 9

    No books to heal. Move to Bank of Abadar on close.

    EOT random location: 1d6 ⇒ 3 Office

    # of cards examined: 1d4 ⇒ 2

    Examine Office cards 1 Stinging Wasps and 2 Frost Longspear. Frost Longspear banished, Stinging Wasps recharged. End turn. Enhance moves to recovery.

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Fly (Core): Arcane 10: 1d12 + 2d4 + 4 ⇒ (7) + (3, 4) + 4 = 18 -> Fly (Core) recharged.
    Lightning Bolt: Arcane 10: 1d12 + 2d4 + 4 ⇒ (8) + (1, 3) + 4 = 16 -> Lightning Bolt recharged.
    Enhance: Arcane 7: 1d12 + 2d4 + 4 ⇒ (5) + (2, 4) + 4 = 15 -> Enhance recharged .

    Ezren resets their hand.

    Ezren wrote:

    Hand: Fiery Glare (Core), Spellbook (Core), Soothing Word 2, Locate Object (Core), Wall Of Light, The Liar, Force Missile (Core),

    Displayed: Keppira D’bear, Thousand Bones,
    Deck: 13 Discard: 3 Buried: 0
    "Current Location: Bank Of Abadar
    Hero Points: 5"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Keppira D’bear: • On all checks against Undead banes, add 1d4.

    Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.

    Wall of Light: Display until end of turn On another local character's combat check, add 1d4 and the Magic trait.

    The Liar: 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.
    Movement: Move me to Shrine 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): Bound Imp (Core), The First, Leech
    Recharged: Frost Ray (Core), Mist Horn (Core), Gem of Mental Acuity (Core), Harrowstrike, False Life, Drums Of Haste, Codex (Core), Fly (Core), Lightning Bolt, Enhance,
    Discard Pile: The Inquisitor, Cat (Core), The Rabbit Prince,
    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.

    Base cards 1, 3, 4, and 5 acquired.

    Library cards 1 and 2 acquired. Library closed.

    Random Spell #1 Wall Of Light and random Blessing #1 The First acquired.

    Bank Of Abadar card 1 examined (Bloodscent), Blood Pool card 1 examined (Incitation). Card 1 of Office banished. Card 2 of Office examined and recharged.

    Ezren is at Bank of Abadar.

    Cogsnap recharges The Snakebite.


    WHEN THIS IS THE HOUR: No effect.

    Move to Tenement.

    Explore: Red Mantis Assassin
    Recharge Orison
    BA Perception 4+#=7: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (6) = 10
    Reload Keen Rapier, recharge Prayer to bless
    Combat 10+##=16: 1d8 + 4 + 1d6 + 1 + 1d4 + 1d8 ⇒ (8) + 4 + (4) + 1 + (2) + (1) = 20 Defeated.

    Bury Cook to close.
    Move to Storehouse.

    Examine 1d4 ⇒ 3 cards from 1d5 ⇒ 1 Bank of Abadar:
    Bloodscent
    Abadar’s Law
    Foes On All Sides.
    Boons banished, barriers on the bottom.

    Draw up to 6.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +2
    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 ([X1] 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 ([X2] or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 [X2] 4 ☐ 5
    BLESSING 7 [X1] 8 ☐ 9 ☐ 10

    Hand: Keen Rapier, Rapier, Bat, Mouse, Prayer, The Rakshasa
    Displayed: 0
    Deck: 10 Discard: 1 Buried: 2
    Hero Points: 2 Shirt Reroll Available (CCT-3A): Yes
    Notes:
    Keen Rapier:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Checks
    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.

    Rapier:
    Rapier
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling

    Checks
    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.

    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.

    Prayer:
    Prayer
    Blessing 0

    Traits
    Divine

    Checks
    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.

    The Rakshasa:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Checks
    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.


    During This Adventure: Adventure 1: Edge of Anarchy

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

    During This Scenario: Curse 3A: Red Mantis and Orange Flames
    STORY BANES:

  • Danger: Inferno
  • Villain: None
  • Henchmen (Closing): Red Mantis Assassins-Proxy A

    DURING THIS SCENARIO:

  • At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Monster 2
    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 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:
    Bogeyman
    Monster 3

    Traits
    Fey

    Check
    Combat
    14

    Powers
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

    Random Barriers:
    Barrier 1
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Barrier 2
    Spoiler:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Barrier 3
    Spoiler:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Barrier 4
    Spoiler:
    Madness Mist Trap
    Barrier 3

    Traits
    Cache
    Lock
    Trap
    Magic

    Check
    Disable
    8
    OR
    Fortitude
    10

    Powers
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Weapon 2
    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 3
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    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:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    Aspect Of The Monkey
    Spell 2

    Traits
    Magic
    Divine
    Animal

    Check
    Wisdom
    Divine
    7

    Powers
    Display. While displayed:
    • On your Dexterity and Charisma checks, add 1d6.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

    Spell 2
    Spoiler:
    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.

    Spell 3
    Spoiler:
    Vampiric Touch
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Undead

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

    Spell 4
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    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 3
    Spoiler:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 4
    Spoiler:
    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.

    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:
    Tangleburn Bag
    Item 2

    Traits
    Object
    Alchemical
    Attack
    Fire

    Check
    Intelligence
    Craft
    10

    Powers
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Item 2
    Spoiler:
    Liquid Courage
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • Remove your scourge Frightened.
    • You may banish to ignore a monster’s before acting powers.

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

    Item 3
    Spoiler:
    White War Paint
    Item 2

    Traits
    Liquid
    Paint

    Check
    Melee
    Divine
    5

    Powers
    Display. While displayed:
    • On your checks against Undead banes, add 1d8.
    • When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Item 4
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

    Powers
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.

    Item 5
    Spoiler:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

    Powers
    On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Ally 3
    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 4
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

    Powers
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    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:
    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.

    Blessing 2
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may remove 1 of your scourges.

    On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Blessing 3
    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 4
    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 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: 4 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: The Crows - When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.

    Top Blessing:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Radovan)
    Spoiler:
    Master Of Masters
    Blessing 3

    Traits
    Deity: Irori
    Divine

    Check
    Acrobatics
    Divine
    Fortitude
    8

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

    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.

    Blessings Deck Card 2 (Turn 6 Angban)
    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 3 (Turn 7 Ezren)
    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.

    Blessings Deck Card 4 (Turn 8 Sajan)
    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 5 (Turn 9 Cogsnap)
    Spoiler:
    The Eternal Rose
    Blessing 3

    Traits
    Deity: Shelyn
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster, you may evade it.

    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.

    Blessings Deck Card 6 (Turn 10 Radovan)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your check to acquire is blessed.

    On any check, discard to bless.
    On another character’s check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Blessings Deck Card 7 (Turn 11 Angban)
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your Stealth check or your check that invokes the Poison trait, add 1d4.

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessings Deck Card 8 (Turn 12 Ezren)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 9 (Turn 13 Sajan)
    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 10 (Turn 14 Cogsnap)
    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.

    Blessings Deck Card 11 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Intelligence or Wisdom check, the difficulty is increased by 3.

    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    Blessings Deck Card 12 (Turn 16 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 13 (Turn 17 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 14 (Turn 18 Sajan)
    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 15 (Turn 19 Cogsnap)
    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.

    Blessings Deck Card 16 (Turn 20 Radovan)
    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 17 (Turn 21 Angban)
    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.

    Blessings Deck Card 18 (Turn 22 Ezren)
    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 19 (Turn 23 Sajan)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 20 (Turn 24 Cogsnap)
    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 21 (Turn 25 Radovan)
    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 22 (Turn 26 Angban)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 23 (Turn 27 Ezren)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 24 (Turn 28 Sajan)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 25 (Turn 29 Cogsnap)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 26 (Turn 30 Radovan)
    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.

    Bank Of Abadar
    Traits: Sacred, Urban
    At This Location: When you acquire a boon, bury a card.
    When Closing: Bury an item.
    When Permanently Closed: No effect.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:0 ?:1
    Located here: Ezren,

    Bank Of Abadar 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.

    Bank Of Abadar Card 2:
    Ausio Carowyn
    Ally 3

    Traits
    Loot
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    7
    OR
    Banish A Weapon
    0

    Powers
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

    Bank Of Abadar Card 3:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Bank Of Abadar Card 4:
    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.

    Bank Of Abadar Card 5:
    Persona Mask
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    9

    Powers
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.

    Bank Of Abadar Card 6:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Bank Of Abadar Card 7:
    Wand Of Enervation
    Item 3

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

    Bank Of Abadar Card 8 - Foes On All Sides:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Library
    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

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

    Manor Card 1:
    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.

    Manor Card 2:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Manor 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.

    Manor Card 4:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Manor Card 5:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Manor Card 6:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Manor Card 7 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    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:2 Bl:0 ?:1

    Office Card 1:
    Marked Cards
    Item 3

    Traits
    Tool
    Magic
    Gambling

    Check
    Intelligence
    Craft
    Disable
    10

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

    Office Card 2:
    Eries Yelloweyes
    Ally 2

    Traits
    Lycanthrope
    Hireling

    Check
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Office Card 3:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Office Card 4:
    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.

    Office Card 5:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Office Card 6:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

    Powers
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    Office Card 7:
    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.

    Office Card 8:
    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.

    Office Card 9 - Stinging Wasps:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

    Powers
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    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:2 I:0 Al:0 Bl:0 ?:1
    Located here: Sajan, Cogsnap, Angban

    Storehouse Card 1:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Storehouse Card 2:
    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.

    Storehouse Card 3:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Storehouse Card 4:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

    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.

    Storehouse 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.

    Storehouse Card 6:
    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.

    Storehouse Card 7:
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1

    Blood Pool Card 1 - Incitation:
    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.

    Blood Pool Card 2:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Blood Pool Card 3:
    Raccoon
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Blood Pool Card 4:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Blood Pool Card 5:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Blood Pool Card 6:
    The Unveiling
    Item P2

    Traits
    Liquid
    Alchemical

    Check
    Constitution
    Divine
    Fortitude
    7

    Powers
    Banish or shuffle into another character’s deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Blood Pool Card 7:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Blood Pool Card 8:
    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.

    Blood Pool Card 9:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    15

    Powers
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Blood Pool Card 10:
    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.

    Tenement
    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

    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 - Trinia Sabor:
    Trinia Sabor
    Supporter 1

    Traits
    Human
    Bard
    Veteran

    Check

    Powers
    Display. While displayed:
    • On any non-combat check, you may bury to add 1d4+#.
    • □ You may bury to heal a character a card and/or remove a scourge from them.

    Base Card 2:
    Vencarlo Orisini
    Supporter 1

    Traits
    Human
    Expert

    Check

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6.
    • □ On any combat check, you may bury to reroll.

    Base Card 3:
    Amin Jalento
    Supporter 1

    Traits
    Human
    Aristocrat

    Check

    Powers
    Display. While displayed:
    • On any check to acquire, you may bury to add 1d6.
    • □ You may bury to draw 2 new items, then banish 1 of them.


  • Cogsnap's Deck Manager

    Off turn actions: Recharge The Snakebite for Ezren's check.

    Start of turn: The hour of The Crows
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    Move to Bank of Abadar.

    Explore:

    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.

    Arcane 4: 1d10 + 3 ⇒ (5) + 3 = 8 acquired
    Display Elemental Treaty at Bank of Abadar.

    Discard Gentleman Explorer to explore: Ausio Carowyn. That's a loot card that's already taken so will encounter a random ally:

    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.

    Banish Elixir of Love to recovery to add 2d10.
    Diplomacy 9: 1d4 + 2d10 ⇒ (3) + (4, 2) = 9 acquired

    Discard Korvosan Dandy to explore:

    Guardian Door:
    Barrier 2
    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Banish Blast Stone to recovery to add 2d4 and Fire.
    Disable 8: 1d8 + 3 + 2d4 ⇒ (6) + 3 + (3, 3) = 15 defeated

    Banish Clockwork Servant to recovery to explore:

    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.

    Auto-fail and banish.

    End turn.
    Random location: 1d5 ⇒ 5 Blood Pool
    Examined cards: 1d4 ⇒ 4
    Incitation (Blessing 0), Orc Rager (Monster 2), Raccoon (Ally 3), Geist (Monster 2) - Blessing and Ally banished, the rest returned in order examined.
    Attempt recovery:
    Elixir of Love - Craft 8: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
    Blast Stone - Craft 6: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
    Clockwork Servant - Craft 8: 1d10 + 4 ⇒ (2) + 4 = 6 banished
    Reset hand.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient sound of clinking bottles
    "What? No! Get your hands off that! I was saving that elixir for someone else! ...ugh, you drooling bumbling moron. I guess you'll be following me around for a bit now, eh? Alright, off we go."

    Cogsnap the Unbleached wrote:

    Hand: Galvanic Chakram +1, Heavy Crossbow, Stone Skin, Embalming Fluid, Acid Flask, Tangleburn Bag, The Vision (Harrow),

    Displayed: Elemental Treaty (acq),
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Bank of Abadar
    Hero Points (Available): 2
    NOTES:
    Available Support: Blessing available. Stone Skin, Heavy Crossbow & Acid Flask all available for use.
    Movement: Move me to Library or Bank of Abadar when my location closes.
    Other: Dice Re-Roll Used for 3A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements 2, Blessing of the Elements 1, Burglar's Bracers, Elixir of Healing, Tinker, Armored Coat
    Recharged: The Snakebite, Elixir of Love, Blast Stone,
    Discard Pile: Gentleman Explorer, Korvosan Dandy (acq),
    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 ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box


    Deck Handler for CotCT Radovan

    Starting at the storehouse.

    "

    Radovan wrote:

    Hand: The Joke, Rodrick, Rapier (Core), The Locksmith, Snakebite Dagger, Belt of Physical Prowess, The Vision, The Joke (harrow),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points: 3/3
    Reroll used? No // Radovan has the following scourges marked:

    NOTES:
    Available Support: Feel free to use my blessing(s).
    Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
    Displayed cards next to Devil Form(s):
    Devil Form Quang (OOC d6):
    Devil Form Norge (IC d8):

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Red Leathers, Thieves' Tools (Core), Humanbane Rapier, Blessing of the Ancients, Appleslayer, Alaeron, Spider Venom, Keen Rapier, Zae, Burglar (Core)
    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)
    Fortitude: Constitution +2 (Norge 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)
    Reduce Fire damage dealt to you to 0. (Norge displayed)
    Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
    On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)

    "


    Deck Handler for CotCT Radovan

    Hourglass Discard: Master Of Masters
    WHEN THIS IS THE HOUR: On your check, you may reroll any dice showing 1.

    Move: Move to Bank of Abadar

    Explore: Persona Mask
    Recharge The Joke to bless
    Diplomacy 9: 2d8 + 2 ⇒ (8, 1) + 2 = 11
    Persona Mask (3) acquired and displayed next to Quang. Bury snakebite dagger

    Discard Rodrick to explore.
    Explore: Red Mantis Assassin
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    difficulty incr: 1d6 ⇒ 2
    Not using Norge since it is resistant to fire. Reloading Rapier. Revealing belt. Discarding The Locksmith to bless twice
    Combat 10+3+3+2: 1d8 + 3 + 1d4 + 1 + 1d8 + 1d4 + 1 + 2d8 ⇒ (2) + 3 + (4) + 1 + (3) + (1) + 1 + (2, 5) = 22

    When Closing: Bury an item.
    Belt of Physical Prowess buried.

    Bank of Abadar closed. Moving to Storehouse.

    At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
    random location: 1d4 ⇒ 2
    Office
    # of cards: 1d4 ⇒ 1
    Examine: Marked Cards
    Masked Cards banished.

    "

    Radovan wrote:

    Hand: Rapier (Core), The Vision, The Joke (harrow), Keen Rapier, Spider Venom, Zae, Thieves' Tools (Core),

    Displayed:
    Deck: 7 Discard: 2 Buried: 2
    Current Location: Storehouse
    Hero Points: 3/3
    Reroll used? No
    NOTES:
    Available Support: Feel free to use my blessing(s).
    Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
    Displayed cards next to Devil Form(s):
    Devil Form Quang (OOC d6): Persona Mask (3)
    Devil Form Norge (IC d8):

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Humanbane Rapier, Alaeron, Appleslayer, Red Leathers, Burglar (Core), Blessing of the Ancients
    Recharged: The Joke,
    Discard Pile: Rodrick, The Locksmith,
    Buried Pile: Snakebite Dagger, Belt of Physical Prowess,

    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)
    Fortitude: Constitution +2 (Norge 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)
    Reduce Fire damage dealt to you to 0. (Norge displayed)
    Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
    On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)

    "


    Lvl 3 Gunslinger. Deck Handler

    Start turn, hour is Torag’s Power.

    "Not too many beasties to hunt around here. I'll catch up with y'all later."

    Move to Blood Pool. Explore. (Cards 1 and 3 are banished, 2 and 4 are reloaded, rest are shuffled. d6 + 4 randomizes top 6 cards.)
    Random explore (reroll on 3): 1d6 + 4 ⇒ (6) + 4 = 10: Knock
    Craft 7: 1d6 + 1d4 ⇒ (2) + (3) = 5 Banished.

    Discard Gorum's iron to explore again.
    Random explore (reroll on 3): 1d5 + 4 ⇒ (1) + 4 = 5: Frost Longbow
    Bury Ausio.
    Ranged 13: 1d8 + 5 + 2d12 ⇒ (5) + 5 + (7, 3) = 20 Acquired!

    Discard Alkenstar to explore.
    Random explore (reroll on 3): 1d4 + 5 ⇒ (1) + 5 = 6: The Unveiling
    Ask for a Blessing from Sajan, which recharges due to the hour
    Fort 7: 2d10 + 3 ⇒ (2, 5) + 3 = 10 Acquired!

    End turn. Reset hand, discarding Dragon Pistol and drawing 1.

    Angban wrote:

    Hand: Shock Musket +1, Dragon Pistol +1, Frost Longbow, The Unveiling, Poisoned Bullets,

    Displayed: Alchemical Cartridges,
    Deck: 10 Discard: 5 Buried: 1
    Current Location: Blood Pool
    Hero Points: 3
    Shirt Reroll: Available
    NOTES:
    Available Support: Dragon Pisol adds d6 to a local combat, Longbow adds d8 to distant combat, Unveiling removes a scourge - Please use any/all!
    Movement: Office/Blood Pool/Tenement are all fine for me.
    Other: Bang bang, use my guns for combat support if needed.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Achaekek, Powder Horn, Hide Armor, Blessing of Calistria, Tower Shield
    Recharged: Hand Cannon, Boots Of Friendly Terrain, Benevolent Buckler, Bastion Boots, Pistol +1,
    Discard Pile: Master Gunner, The Foreign Trader, Gorum's Iron, Blessing of Alkenstar, Dragon Pistol,
    Buried Pile: Ausio Carowyn,

    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
    Craft: Intelligence +3
    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.

    Remaining Blood Pool cards are: 7-9 shuffled, then 2 (Orc Rager), then 4 (Geist).


    Lvl 3 Gunslinger. Deck Handler

    Location wasn't actually shuffled, my bad. End effect is essentially the same though.

    EoT location: 1d4 ⇒ 2: Office
    Examined cards: 1d4 ⇒ 4: 1 was already banished. Card 2: Eries Yelloweyes is banished. Card 3: Imprisonment is recharged into the location. 4: Gentleman Explorer is banished. 5: Red Mantis Assassin (Recharged )

    Summon the Danger: Inferno. Discard Dragon Pistol for BYA fire damage.
    Fort 5 + # = 8: 1d10 + 3 ⇒ (1) + 3 = 4 Shirt Reroll
    Fort 5 + # = 8: 1d10 + 3 ⇒ (6) + 3 = 9 Success!

    Hand resets to the above.


    Deck Handler Desired Upgrades

    The Demon’s Lantern: On your check against a barrier, the difficulty is increased by 3.

    Examine the top card of my deck: The First.

    Move to Office.

    cast Locate Object (Core). Office Card 6: Fate-reader Lenses. Encounter them.

    Office Card 6: Fate-reader Lenses:

    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

    Powers
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    arcane 8 revealing Spellbook: 1d12 + 1d4 + 4 ⇒ (9) + (2) + 4 = 15

    Location is shuffled. Taking free explore.

    random card from the top: 1d5 ⇒ 4

    Office Card 8: 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.

    arcane 7 revealing Spellbook: 1d12 + 1d4 + 4 ⇒ (7) + (2) + 4 = 13

    Recharge Fiery Glare (Core) to examine next card.

    random card from the top: 1d4 ⇒ 1

    Office Card 3: Imprisonment. Recharge Force Missile (Core) to encounter it.

    Office Card 3: Imprisonment:

    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    diplomacy 9 casting Fool's Gold: 1d4 + 1d10 ⇒ (3) + (10) = 13

    Summon and encounter a random ally. #1 Korvosan Dandy already acquired. #2 Cerulean Mastermind is hopefully available.

    Cerulean Mastermind:

    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

    Powers
    On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Without a dedicated healer I'll just let this be banished. Discard The Liar to explore.

    random card from the top: 1d3 ⇒ 2

    Office Card 7: 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.

    arcane 8 revealing Spellbook: 1d12 + 1d4 + 4 ⇒ (4) + (1) + 4 = 9

    Cast Soothing Word on myself.

    Eot random open location: 1d4 ⇒ 4 Blood Pool

    # of cards: 1d4 ⇒ 3

    Examine cards 7. Red Mantis Assassin, 8. Smoke Bomb, 9. Manticore. Smoke Bomb is banished. Red Mantis Assassin then Manticore are recharged. Summon and encounter Inferno.

    "

    Inferno:
    Inferno
    Story Bane Barrier 3

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    5+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    "

    Cogsnap displays Stoneskin next to Ezren preventing the BYA dmg. Fail to defeat. Stoneskin prevents the fire damage. Suffer Wounded.

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Locate Object (Core): Arcane 8: 1d12 + 2d4 + 4 ⇒ (1) + (4, 2) + 4 = 11 -> Locate Object (Core) recharged.
    Fool’s Gold: Arcane 9: 1d12 + 2d4 + 4 ⇒ (8) + (2, 2) + 4 = 16 -> Fool’s Gold recharged.
    Soothing Word 2: Arcane 1: 1d12 + 2d4 + 4 ⇒ (12) + (3, 1) + 4 = 20 -> Soothing Word 2 recharged.

    Ezren resets their hand.

    Ezren wrote:

    Hand: Leech, Spellbook (Core), Codex (Core), Fate-reader Lenses, Wall of Light, Fiery Glare (Core), Frost Ray (Core),

    Displayed: Keppira D’bear, Thousand Bones,
    Deck: 15 Discard: 3 Buried: 0
    "Current Location: Office
    Hero Points: 5 // Ezren has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.

    "
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Keppira D’bear: • On all checks against Undead banes, add 1d4.

    Fate-reader Lenses: On any Perception check, reveal to add 1d10.

    Wall of Light: Display until end of turn On another local character's combat check, add 1d4 and the Magic trait.

    Codex (Core): On a local check to acquire, discard to add your Knowledge skill. (1d12 +4)
    Movement: Move me to Shrine 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): Gem of Mental Acuity (Core), Mist Horn (Core), False Life, Lightning Bolt, The Inquisitor, The First, Harrowstrike, Force Missile (Core), Drums Of Haste, Bound Imp (Core), Fly (Core), Enhance
    Recharged: Locate Object (Core), Fool’s Gold, Soothing Word 2,
    Discard Pile: Cat (Core), The Rabbit Prince, The Liar,
    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 cards 6 and 8 acquired. Cards 3 and 7 banished.

    Blood Pool card 8 banished. Cards 7 and 9 recharged.

    Random allies 1 and 2 used.

    Cogsnap cast Stoneskin.

    Angban shuffles The Unveiling into someone's deck to remove Wounded from Ezren.


    During This Adventure: Adventure 1: Edge of Anarchy

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

    During This Scenario: Curse 3A: Red Mantis and Orange Flames
    STORY BANES:

  • Danger: Inferno
  • Villain: None
  • Henchmen (Closing): Red Mantis Assassins-Proxy A

    DURING THIS SCENARIO:

  • At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Troll
    Monster 2

    Traits
    Troll
    Veteran

    Check
    Combat
    8+##
    THEN
    Combat
    10+##

    Powers
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Monster 2
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Monster 3
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, discard a random ally; the difficulty is increased by its level.

    Monster 4
    Spoiler:
    Chimera
    Monster 3

    Traits
    Aberration
    Chimera

    Check
    Combat
    9
    THEN
    Combat
    10
    THEN
    Combat
    11

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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.

    Barrier 2
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    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:
    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.

    Barrier 5
    Spoiler:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    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:
    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.

    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:
    Wyrmsmite
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Magic
    Loot

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
    When a local character suffers damage, recharge to reduce it by 4.

    Weapon 5
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    Full Pouch
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display. While displayed:
    • When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    • At the end of your turn, banish.

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

    Spell 2
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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

    Spell 3
    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 4
    Spoiler:
    Dimensional Jump
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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

    Spell 5
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Freely display next to a local character. While displayed:
    • Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

    Random Armors:
    Armor 1
    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.

    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:
    Glamered Leather Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    7

    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.
    • On your Diplomacy or Stealth check, you may draw this card to add 1d4.

    Armor 4
    Spoiler:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Armor 5
    Spoiler:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Random Items:
    Item 1
    Spoiler:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Item 2
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Item 3
    Spoiler:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Item 4
    Spoiler:
    Drums Of Panic
    Item 3

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    10

    Powers
    When a local character encounters a monster, display at your location.
    While displayed:
    • When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Fortune-teller
    Ally 2

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.

    Ally 2
    Spoiler:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Knowledge
    10

    Powers
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Ally 3
    Spoiler:
    Naval Hero
    Ally 2

    Traits
    Human
    Swashbuckler

    Check
    Charisma
    Diplomacy
    Melee
    9

    Powers
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.

    Ally 4
    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 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

    On another character’s check, freely discard to reroll a die.
    Discard to explore.

    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 Gold-fisted
    Blessing 3

    Traits
    Deity: Abadar
    Divine

    Check
    Craft
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, you may recharge a card.

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

    Blessing 5
    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.

    Turn: 8 Sajan/MorkXII

    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: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Cogsnap)
    Spoiler:
    The Eternal Rose
    Blessing 3

    Traits
    Deity: Shelyn
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster, you may evade it.

    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.

    Blessings Deck Card 2 (Turn 10 Radovan)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your check to acquire is blessed.

    On any check, discard to bless.
    On another character’s check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Blessings Deck Card 3 (Turn 11 Angban)
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your Stealth check or your check that invokes the Poison trait, add 1d4.

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessings Deck Card 4 (Turn 12 Ezren)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 5 (Turn 13 Sajan)
    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 6 (Turn 14 Cogsnap)
    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.

    Blessings Deck Card 7 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Intelligence or Wisdom check, the difficulty is increased by 3.

    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    Blessings Deck Card 8 (Turn 16 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 17 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 10 (Turn 18 Sajan)
    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 19 Cogsnap)
    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.

    Blessings Deck Card 12 (Turn 20 Radovan)
    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 13 (Turn 21 Angban)
    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.

    Blessings Deck Card 14 (Turn 22 Ezren)
    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 23 Sajan)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 16 (Turn 24 Cogsnap)
    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 17 (Turn 25 Radovan)
    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 26 Angban)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 19 (Turn 27 Ezren)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 20 (Turn 28 Sajan)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 21 (Turn 29 Cogsnap)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 22 (Turn 30 Radovan)
    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.

    Bank Of Abadar
    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:

    Library
    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

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

    Manor Card 1:
    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.

    Manor Card 2:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Manor 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.

    Manor Card 4:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Manor Card 5:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Manor Card 6:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Manor Card 7 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    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:0 Ar:0 I:0 Al:0 Bl:0 ?:1

    Office Card 1:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

    Powers
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Office Card 2:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    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:2 I:0 Al:0 Bl:0 ?:1
    Located here: Sajan, Ezren, Cogsnap, Radovan

    Storehouse Card 1:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Storehouse Card 2:
    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.

    Storehouse Card 3:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Storehouse Card 4:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

    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.

    Storehouse 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.

    Storehouse Card 6:
    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.

    Storehouse Card 7:
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Angban,

    Blood Pool Card 1 - Orc Rager:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Blood Pool Card 2 - Geist:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Blood Pool Card 3 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Blood Pool Card 4 - Manticore:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    15

    Powers
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Tenement
    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

    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 - Trinia Sabor:
    Trinia Sabor
    Supporter 1

    Traits
    Human
    Bard
    Veteran

    Check

    Powers
    Display. While displayed:
    • On any non-combat check, you may bury to add 1d4+#.
    • □ You may bury to heal a character a card and/or remove a scourge from them.

    Base Card 2:
    Vencarlo Orisini
    Supporter 1

    Traits
    Human
    Expert

    Check

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6.
    • □ On any combat check, you may bury to reroll.

    Base Card 3:
    Amin Jalento
    Supporter 1

    Traits
    Human
    Aristocrat

    Check

    Powers
    Display. While displayed:
    • On any check to acquire, you may bury to add 1d6.
    • □ You may bury to draw 2 new items, then banish 1 of them.


  • Hour: You may avenge by discarding a card.

    Move to Office.

    Explore: Stinging Wasps
    Recharge Discard Mouse for +d4
    Acro 11: 1d8 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10 Hero point.
    Acro 11: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (1) = 12 Defeated.

    Discard Bat to explore: Red Mantis Assassin
    Ezren reveals Fate-reader Lenses for +d10
    BA Perception 4+#=7: 1d8 + 1 + 1d10 ⇒ (3) + 1 + (2) = 6 Shirt reroll the 2
    BA Perception 4+#=7: 3 + 1 + 1d10 ⇒ 3 + 1 + (8) = 12 Success.
    Reload Keen Rapier. Angban recharges Dragon Pistol for +d6
    Combat 10+##=16: 1d8 + 4 + 1d6 + 1 + 1d4 + 1d6 ⇒ (7) + 4 + (6) + 1 + (1) + (5) = 24 Defeated.

    Close:
    Radovan plays The Vision, choosing '1'.
    Fortitude 5+#=8: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (2) = 8 Closed.
    Move to Storehouse.

    Examine top 1d4 ⇒ 4 cards of 1d3 ⇒ 2: Storehouse:
    Red Mantis Assassin
    Encounter Inferno:
    Before acting, each local character suffers 1 Fire damage.
    Char power reduces it to 0.
    Recharge The Rakshasa to bless.
    Acro 5+#=8: 1d8 + 4 + 1d8 ⇒ (5) + 4 + (7) = 16 Defeated.

    Continue examining:
    Quarterstaff Of Vaulting
    Pixie Gang
    Sable Company Hide
    Banes to the bottom, boons banished.

    Discard Rapier.
    Draw up to 5+1.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +2
    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 ([X1] 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 ([X2] or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 [X2] 4 ☐ 5
    BLESSING 7 [X1] 8 ☐ 9 ☐ 10

    Hand: Keen Rapier, Amulet of Fiery Fists, Zellara's Harrow Deck, Blessing of Erastil, Blessing of the Gods, Incitation
    Displayed: 0
    Deck: 7 Discard: 4 Buried: 2
    Hero Points: 1 Shirt Reroll Available (CCT-3A): Yes
    Notes:
    Keen Rapier:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Checks
    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.

    Amulet of Fiery Fists:
    Amulet of Fiery Fists
    Item 2

    Traits
    Accessory
    Magic

    Checks
    Wisdom
    Divine
    7
    or
    Intelligence
    Arcane
    9

    Powers
    Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

    Blessing of Erastil:
    Blessing of Erastil
    Blessing 1

    Traits
    Divine
    Erastil

    Checks
    Dexterity
    4
    or
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of the Gods:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Checks
    None

    Powers
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may treat this card as if it has the same powers as the top card of thie blessings discard pile.


    During This Adventure: Adventure 1: Edge of Anarchy

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

    During This Scenario: Curse 3A: Red Mantis and Orange Flames
    STORY BANES:

  • Danger: Inferno
  • Villain: None
  • Henchmen (Closing): Red Mantis Assassins-Proxy A

    DURING THIS SCENARIO:

  • At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Yeth Hound
    Monster 1

    Traits
    Outsider
    Animal

    Check
    Combat
    10

    Powers
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

    Monster 2
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Monster 3
    Spoiler:
    Vampire Spawn
    Monster 2

    Traits
    Undead
    Vampire

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

    Monster 4
    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 5
    Spoiler:
    Troll
    Monster 2

    Traits
    Troll
    Veteran

    Check
    Combat
    8+##
    THEN
    Combat
    10+##

    Powers
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Barrier 3
    Spoiler:
    Symbol Of Fear
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

    Barrier 4
    Spoiler:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

    Barrier 5
    Spoiler:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Random Weapons:
    Weapon 1
    Spoiler:
    Wounding Spear-axe
    Weapon 3

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

    Weapon 3
    Spoiler:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Allying Dart
    Weapon 1

    Traits
    Dart
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character’s combat check, freely reload to add 1d4+1.

    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:
    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 2
    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 3
    Spoiler:
    Dimensional Jump
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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

    Spell 4
    Spoiler:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 2
    Spoiler:
    Brute Force Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 3
    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 4
    Spoiler:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Twitch Tonic
    Item 2

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    10

    Powers
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

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

    Item 2
    Spoiler:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Item 3
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Item 4
    Spoiler:
    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.

    Item 5
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Random Allies:
    Ally 1
    Spoiler:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Ally 2
    Spoiler:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Ally 3
    Spoiler:
    Pit Gladiator
    Ally 2

    Traits
    Human
    Fighter

    Check
    Strength
    Melee
    10
    THEN
    Charisma
    Diplomacy
    9

    Powers
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    Ally 4
    Spoiler:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a local character fails to acquire a boon, you may bury a card to encounter it.

    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

    Blessing 2
    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 3
    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.

    Blessing 4
    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.

    Blessing 5
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Turn: 9 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: The Eternal Rose - When this is the hour: When you encounter a monster, you may evade it.

    Top Blessing:
    The Eternal Rose
    Blessing 3

    Traits
    Deity: Shelyn
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster, you may evade it.

    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.


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

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your check to acquire is blessed.

    On any check, discard to bless.
    On another character’s check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Blessings Deck Card 2 (Turn 11 Angban)
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your Stealth check or your check that invokes the Poison trait, add 1d4.

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessings Deck Card 3 (Turn 12 Ezren)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 4 (Turn 13 Sajan)
    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 5 (Turn 14 Cogsnap)
    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.

    Blessings Deck Card 6 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Intelligence or Wisdom check, the difficulty is increased by 3.

    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    Blessings Deck Card 7 (Turn 16 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 17 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 9 (Turn 18 Sajan)
    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 10 (Turn 19 Cogsnap)
    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.

    Blessings Deck Card 11 (Turn 20 Radovan)
    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 12 (Turn 21 Angban)
    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.

    Blessings Deck Card 13 (Turn 22 Ezren)
    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 23 Sajan)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 15 (Turn 24 Cogsnap)
    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 16 (Turn 25 Radovan)
    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 17 (Turn 26 Angban)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 18 (Turn 27 Ezren)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 19 (Turn 28 Sajan)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 20 (Turn 29 Cogsnap)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 21 (Turn 30 Radovan)
    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.

    Bank Of Abadar
    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:

    Library
    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

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

    Manor Card 1:
    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.

    Manor Card 2:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Manor 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.

    Manor Card 4:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Manor Card 5:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Manor Card 6:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Manor Card 7 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    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
    Located here: Ezren,

    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:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Sajan, Cogsnap, Radovan

    Storehouse Card 1:
    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.

    Storehouse Card 2:
    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.

    Storehouse Card 3:
    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.

    Storehouse Card 4 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Storehouse Card 5 - Pixie Gang:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Angban,

    Blood Pool Card 1 - Orc Rager:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Blood Pool Card 2 - Geist:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Blood Pool Card 3 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Blood Pool Card 4 - Manticore:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    15

    Powers
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Tenement
    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

    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 - Trinia Sabor:
    Trinia Sabor
    Supporter 1

    Traits
    Human
    Bard
    Veteran

    Check

    Powers
    Display. While displayed:
    • On any non-combat check, you may bury to add 1d4+#.
    • □ You may bury to heal a character a card and/or remove a scourge from them.

    Base Card 2:
    Vencarlo Orisini
    Supporter 1

    Traits
    Human
    Expert

    Check

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6.
    • □ On any combat check, you may bury to reroll.

    Base Card 3:
    Amin Jalento
    Supporter 1

    Traits
    Human
    Aristocrat

    Check

    Powers
    Display. While displayed:
    • On any check to acquire, you may bury to add 1d6.
    • □ You may bury to draw 2 new items, then banish 1 of them.


  • Deck Handler for CotCT Radovan

    OFF-TURN ACTIONS: Sajans turn - Discard The Vision. Display Troll (2) next to Norge for Radovan taking fire damage. Display Enormous Reefclaw (3) next to Quang for Sajan taking damage.

    "

    Radovan wrote:

    Hand: Rapier (Core), The Joke (harrow), Keen Rapier, Spider Venom, Zae, Thieves' Tools (Core),

    Displayed:
    Deck: 7 Discard: 3 Buried: 2
    Current Location: Storehouse
    Hero Points: 3/3
    Reroll used? No
    NOTES:
    Available Support: Feel free to use my blessing(s).
    Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
    Displayed cards next to Devil Form(s):
    Devil Form Quang (OOC d6): Persona Mask (3), Enormous Reefclaw (3)
    Devil Form Norge (IC d8): Troll (2)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Burglar (Core), Blessing of the Ancients, Humanbane Rapier, Red Leathers, Appleslayer, Alaeron
    Recharged: The Joke,
    Discard Pile: Rodrick, The Locksmith, The Vision,
    Buried Pile: Snakebite Dagger, Belt of Physical Prowess,

    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)
    Fortitude: Constitution +2 (Norge 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)
    Reduce Fire damage dealt to you to 0. (Norge displayed)
    Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
    On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)

    "


    Deck Handler Desired Upgrades

    Ezren moves to Manor on Office close.


    Lvl 3 Gunslinger. Deck Handler

    The Unveiling shuffled into Ezren's deck to remove his Wounded scourge. Display Poisoned Bullets. I'm at Blood Pool, so had to discard Frost Longbow for Sajan's combat, not Dragon Pistol.

    Angban wrote:

    Hand: Shock Musket +1, Dragon Pistol +1,

    Displayed: Alchemical Cartridges, Poisoned Bullets,
    Deck: 10 Discard: 6 Buried: 1
    Current Location: Blood Pool
    Hero Points: 3
    Shirt Reroll: Used
    NOTES:
    Available Support: Dragon Pisol adds d6 to a local combat.
    Movement: Blood Pool or Storehouse.
    Other: Bang bang, use my guns for combat support if needed.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Calistria, Hide Armor, Blessing of Achaekek, Powder Horn, Tower Shield
    Recharged: Hand Cannon, Boots Of Friendly Terrain, Benevolent Buckler, Bastion Boots, Pistol +1,
    Discard Pile: Master Gunner, The Foreign Trader, Gorum's Iron, Blessing of Alkenstar, Dragon Pistol, Frost Longbow,
    Buried Pile: Ausio Carowyn,

    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
    Craft: Intelligence +3
    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 actions: Move to Storehouse when Bank of Abadar closes. Attempt to recharge Elemental Treaty, Harrow suit adds 1d4.
    Elemental Treaty recovery - Arcane 6: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7 recharged
    Stoneskin to recovery during Ezren's turn.
    Stoneskin recovery - Arcane 9: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11 recharged
    Discard Heavy Crossbow for Fire damage during Sajan's turn.

    The hour of The Eternal Rose
    When this is the hour: When you encounter a monster, you may evade it.
    Remain at Storehouse.

    Explore:

    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.

    Auto-fail and banish.

    Discard The Vision (Harrow) to explore. Recharge Embalming Fluid & Galvanic Chakram +1 and draw BotElements and Armored Coat. Examine the top card of Manor: Ambush (Barrier 1) and Storehouse: Magic Hide Armor (Armor 1) and explore Storehouse:

    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.

    Auto-fail and banish armor.

    Display Armored Coat. End turn.
    Random location: 1d3 ⇒ 2 Stprehouse
    Cards: 1d4 ⇒ 1 Haughty Nobles (Barrier 1) - recharged in location. Reset hand.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient sound of clinking bottles
    "No, no, no. None of these goods will do. I need something a little more acrid. Something pungent that, if you spill it, would stink up your house for a few days. Got anything like that?"

    Cogsnap the Unbleached wrote:

    Hand: Burglar's Bracers, Elixir of Healing, Acid Flask, Tangleburn Bag, Tinker, Blessing of the Elements 2, Blessing of the Elements 1,

    Displayed: Armored Coat,
    Deck: 7 Discard: 4 Buried: 0
    Current Location: Storehouse
    Hero Points (Available): 2
    NOTES:
    Available Support: Blessings available. Elixir of Healing available twice.
    Movement: Move me to Blood Pool when my location closes.
    Other: Dice Re-Roll Used for 3A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: The Snakebite, Elixir of Love, Blast Stone, Elemental Treaty (acq), Stone Skin, Embalming Fluid, Galvanic Chakram +1,
    Discard Pile: Gentleman Explorer, Korvosan Dandy (acq), Heavy Crossbow, The Vision (Harrow),
    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 ([X] 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 Unicorn
    WHEN THIS IS THE HOUR: Your check to acquire is blessed.

    Move: Moving to Blood Pool

    Explore: Orc Rager
    Before acting, suffer 1d4 Combat damage.
    Combat damage: 1d4 ⇒ 3
    Discard Thieves' Tools, Spider Venom, and Rapier. Buried The Locksmith.
    Display Yeth Hound (1) next to Norge for taking damage.
    Reveal Keen Rapier. Banish Yeth Hound (1)
    Combat 10+3+3: 1d8 + 3 + 1d4 + 1 + 1d6 + 1 + 1d8 + 1 ⇒ (5) + 3 + (4) + 1 + (6) + 1 + (4) + 1 = 25

    Discard Zae to explore.
    Explore: Geist
    Reveal Keen Rapier (hah it has the magic trait, take that!)
    Combat 14: 1d8 + 3 + 1d4 + 1 + 1d6 + 1 ⇒ (6) + 3 + (2) + 1 + (6) + 1 = 19

    End of Turn
    At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
    Random Location: 1d3 ⇒ 2 Storehouse
    # of cards: 1d4 ⇒ 4
    Storehouse #1: Red Mantis Assassin
    Storehouse #2: Pixie Gang
    Storehouse #3: Haughty Nobles
    Storehouse #4: N/A

    Encounter: Inferno
    Before acting, each local character suffers 1 Fire damage.
    Display Hell Hound (1) next to Norge for Radovan taking Fire damage. Angban and Cogsnap take 1 fire damage.
    Bury Persona Mask (3) to auto succeed.

    "

    Radovan wrote:

    Hand: Keen Rapier, The Joke (harrow), Blessing of the Ancients, Burglar (Core), Humanbane Rapier, Red Leathers,

    Displayed:
    Deck: 3 Discard: 6 Buried: 4
    Current Location: BLood Pools
    Hero Points: 3/3
    Reroll used? No
    NOTES:
    Available Support: Feel free to use my blessing(s).
    Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
    Displayed cards next to Devil Form(s):
    Devil Form Quang (OOC d6): Enormous Reefclaw (3)
    Devil Form Norge (IC d8): Troll (2), Hell Hound (1)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Alaeron, Appleslayer
    Recharged: The Joke,
    Discard Pile: Rodrick, The Vision, Thieves' Tools (Core), Spider Venom, Rapier (Core), Zae,
    Buried Pile: Snakebite Dagger, Belt of Physical Prowess, The Locksmith, Persona Mask,

    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)
    Fortitude: Constitution +2 (Norge 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)
    Reduce Fire damage dealt to you to 0. (Norge displayed)
    Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
    On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)

    "


    Lvl 3 Gunslinger. Deck Handler

    Discard Dragon pistol for fire damage. Bury it for Blood Pool.

    Start turn, hour is Norgorber’s Shadow. Move to Base. Explore. Draw Trinia (I have her feat). Recharge Shock Musket. Display Trinia Sabor.

    End turn.
    Random Location: 1d3 ⇒ 2: Storehouse
    Examine cards: 1d4 ⇒ 3: Cards 4, 5, 3, are all already known, and recharged in the same order. At least RMA is on top!

    Summon Danger: Inferno. Take 1 fire damage, no cards to discard. No other local characters.
    Fort 5 + # = 8: 1d10 + 3 ⇒ (10) + 3 = 13 Defeated!

    End turn. Recharge Dragon Pistol +1 from buried. Reset hand, drawing 5.

    Angban wrote:

    Hand: Blessing of Achaekek, Hide Armor, Powder Horn, Tower Shield, Blessing of Calistria,

    Displayed: Alchemical Cartridges, Poisoned Bullets, Trinia Sabor,
    Deck: 7 Discard: 6 Buried: 1

    On Ezren's turn, display Hide armor, and use Powder Horn to search deck for a gun: Hand Cannon.

    Recovery Craft 8: 1d6 + 3 ⇒ (4) + 3 = 7: Powder Horn discarded.

    Angban wrote:

    Hand: Blessing of Achaekek, Tower Shield, Blessing of Calistria, Hand Cannon,

    Displayed: Alchemical Cartridges, Poisoned Bullets, Trinia Sabor, Hide Armor,
    Deck: 7 Discard: 7 Buried: 1
    Current Location: Base
    Hero Points: 3
    Shirt Reroll: Used
    NOTES:
    Available Support: Trinia adds d4+# to any non-combat check or can remove a scourge from any character. Achaekek double blesses vs story banes. Calistria double blesses dex non-combat.
    Movement: Blood Pool or Storehouse.
    Other: Bang bang, use my guns for combat support if needed.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Hand Cannon, Boots Of Friendly Terrain, Benevolent Buckler, Bastion Boots, Pistol +1, Shock Musket +1, Dragon Pistol +1,
    Discard Pile: Master Gunner, The Foreign Trader, Gorum's Iron, Blessing of Alkenstar, Dragon Pistol, Frost Longbow, Powder Horn,
    Buried Pile: Ausio Carowyn,

    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
    Craft: Intelligence +3
    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.


    During This Adventure: Adventure 1: Edge of Anarchy

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

    During This Scenario: Curse 3A: Red Mantis and Orange Flames
    STORY BANES:

  • Danger: Inferno
  • Villain: None
  • Henchmen (Closing): Red Mantis Assassins-Proxy A

    DURING THIS SCENARIO:

  • At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

    Monster 4
    Spoiler:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

    Powers
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Monster 5
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    Barrier 2
    Spoiler:
    Cryptic Message
    Barrier 2

    Traits
    Cache

    Check
    Intelligence
    Knowledge
    10

    Powers
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Barrier 3
    Spoiler:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

    Barrier 4
    Spoiler:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    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:
    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 2
    Spoiler:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Flaming Mace
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 4
    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 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:
    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 2
    Spoiler:
    Harrowing
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    Freely display at a location. While displayed:
    • On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
    • When this location is closed, banish.

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

    Spell 3
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Spell 4
    Spoiler:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Spell 5
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    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.

    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 Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Armor 5
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    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.

    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:
    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 4
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    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:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Ally 2
    Spoiler:
    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.

    Ally 3
    Spoiler:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Knowledge
    10

    Powers
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Ally 4
    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 5
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

    Powers
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

    Random Blessings:
    Blessing 1
    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.

    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:
    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:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

    Blessing 5
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

    Turn: 12 Ezren/Bigguyinblack

    Top of Blessing Discard Pile: The Forge - When this is the hour: On your check, add 1 for each type of boon played.

    Top Blessing:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Sajan)
    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 14 Cogsnap)
    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.

    Blessings Deck Card 3 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Intelligence or Wisdom check, the difficulty is increased by 3.

    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    Blessings Deck Card 4 (Turn 16 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 5 (Turn 17 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 6 (Turn 18 Sajan)
    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 7 (Turn 19 Cogsnap)
    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.

    Blessings Deck Card 8 (Turn 20 Radovan)
    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 9 (Turn 21 Angban)
    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.

    Blessings Deck Card 10 (Turn 22 Ezren)
    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 23 Sajan)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 12 (Turn 24 Cogsnap)
    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 13 (Turn 25 Radovan)
    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 14 (Turn 26 Angban)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 15 (Turn 27 Ezren)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 16 (Turn 28 Sajan)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 17 (Turn 29 Cogsnap)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 18 (Turn 30 Radovan)
    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.

    Bank Of Abadar
    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:

    Library
    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

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
    Located here: Ezren,

    Manor Card 1:
    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.

    Manor Card 2:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Manor 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.

    Manor Card 4:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Manor Card 5:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Manor Card 6:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Manor Card 7 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    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
    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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Sajan, Cogsnap,

    Storehouse Card 1 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Storehouse Card 2 - Pixie Gang:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Storehouse Card 3 - Haughty Nobles:
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Radovan

    Blood Pool Card 1 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Blood Pool Card 2 - Manticore:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    15

    Powers
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Tenement
    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

    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
    Located here: Angban,

    Base Card 1:
    Vencarlo Orisini
    Supporter 1

    Traits
    Human
    Expert

    Check

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6.
    • □ On any combat check, you may bury to reroll.

    Base Card 2:
    Amin Jalento
    Supporter 1

    Traits
    Human
    Aristocrat

    Check

    Powers
    Display. While displayed:
    • On any check to acquire, you may bury to add 1d6.
    • □ You may bury to draw 2 new items, then banish 1 of them.


  • Deck Handler Desired Upgrades

    The Forge - When this is the hour: On your check, add 1 for each type of boon played.

    Examine top card of my deck: Drums Of Haste. Use location effect recharging Fate-reader Lenses to draw Drums of Haste.

    Manor Card 1: 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.

    Fail to defeat. Ambush is banished. Summon and encounter random monster #1.

    random monster #1: 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 casting Frost Ray: 1d12 + 2d6 + 4 + 4 - 3 + 1 ⇒ (12) + (6, 1) + 4 + 4 - 3 + 1 = 25

    Recharge Wall of Light to examine Manor Card 2: Ambrosia. Recharge Drums Of Haste to explore.

    Manor Card 2: Ambrosia:

    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    craft 12 aided by suit, revealing Codex: 1d12 + 1d4 + 4 + 1 ⇒ (11) + (4) + 4 + 1 = 20

    Recharge Fiery Glare (Core) to examine Manor Card 3: Acid-spraying Skull. Recharge Ambrosia to explore.

    Manor 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.

    Cogsnap recharges a blessing of the Elements.

    dexterity 4 blessed by BotE: 2d6 + 1 ⇒ (5, 2) + 1 = 8

    Leech myself: 1d4 - 1 ⇒ (3) - 1 = 2

    eot random location: 1d3 ⇒ 1 Manor
    # of cards: 1d4 ⇒ 4

    Cards 4, 5, and 6 banished. Encounter Inferno. Discard last 2 cards in my hand to it.

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Frost Ray (Core): Arcane 9: 1d12 + 1d4 + 4 ⇒ (1) + (2) + 4 = 7 -> Frost Ray (Core) discarded.

    Ezren resets their hand.

    Ezren wrote:

    Hand: Bound Imp (Core), Fate-reader Lenses, Force Missile (Core), Soothing Word 2, Leech, The Unveiling, Lightning Bolt,

    Displayed: Keppira D’bear, Thousand Bones,
    Deck: 16 Discard: 4 Buried: 0
    "Current Location: Manor
    Hero Points: 5"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Keppira D’bear: • On all checks against Undead banes, add 1d4.

    Fate-reader Lenses: On any Perception check, reveal to add 1d10.

    Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.

    The Unveiling: Banish or shuffle into another character's deck to remove a scourge from any character.
    Movement: Move me to Shrine 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): Harrowstrike, Locate Object (Core), Gem of Mental Acuity (Core), False Life, Ambrosia, Mist Horn (Core), The Rabbit Prince, Enhance, Fiery Glare (Core), Cat (Core), Fool’s Gold, The First, Fly (Core), The Inquisitor, Drums Of Haste, Wall of Light
    Recharged:
    Discard Pile: The Liar, Codex (Core), Spellbook (Core), Frost Ray (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.

    Manor card 2 acquired. Cards 1, 3, 4, 5, and 6 banished.

    Random monster #1 banished.

    Cogsnap recharges a Blessing of the Elements.


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

    Move to Blood Pool

    Explore: Red Mantis Assassin
    Recharge Blessing of the Gods
    BA Perception 4+#=7: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (3) = 7 Success.
    Recharge Zellara's Harrow Deck for char power. Recharge Blessing of Erastil to double bless.
    Combat 10+##=16: 1d8 + 3 + 1d10 + 2 + 2d8 ⇒ (8) + 3 + (1) + 2 + (2, 3) = 19 Defeated.
    Bury Amulet of Fiery Fists and Keep Rapier to close.
    Heal: Bat

    Move to Storehouse with Radovan.

    Examine top 1d4 ⇒ 2 cards from 1d2 ⇒ 1 Manor: Red Mantis Assassin.
    Encounter Inferno:
    Radovan, Cogsnap and Sajan take 1 fire damage. Sajan's char power blocks it.
    Recharge Incitation
    Acro 5+#=8: 1d8 + 3 + 1d8 ⇒ (8) + 3 + (2) = 13 Defeated.

    Draw up to 5+1

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +2
    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 ([X1] 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 ([X2] or any) damage, reduce it by 1.

    WEAPON 2 ☐ 3
    SPELL 0 ☐ 1 ☐ 2
    ITEM 3 ☐ 4 ☐ 5
    ALLY 3 [X2] 4 ☐ 5
    BLESSING 7 [X1] 8 ☐ 9 ☐ 10

    Hand: Shining Wayfinder, Zellara's Harrow Deck, Blessing of the Gods, Orison, Prayer, The Locksmith
    Displayed: 0
    Deck: 6 Discard: 3 Buried: 4
    Hero Points: 1 Shirt Reroll Available (CCT-3A): Yes
    Notes:
    Blessing of the Gods:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Checks
    None

    Powers
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may treat this card as if it has the same powers as the top card of thie blessings discard pile.

    Orison:
    Orison
    Blessing 0

    Traits
    Divine

    Checks
    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.

    Prayer:
    Prayer
    Blessing 0

    Traits
    Divine

    Checks
    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.

    The Locksmith:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Checks
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may recharge a card to replace all d4s with d8s.

    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.


    During This Adventure: Adventure 1: Edge of Anarchy

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

    During This Scenario: Curse 3A: Red Mantis and Orange Flames
    STORY BANES:

  • Danger: Inferno
  • Villain: None
  • Henchmen (Closing): Red Mantis Assassins-Proxy A

    DURING THIS SCENARIO:

  • At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Dire Lion
    Monster 3

    Traits
    Animal

    Check
    Combat
    17

    Powers
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

    Monster 3
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Monster 4
    Spoiler:
    Bogeyman
    Monster 3

    Traits
    Fey

    Check
    Combat
    14

    Powers
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

    Monster 5
    Spoiler:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    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 4
    Spoiler:
    Symbol Of Fear
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

    Barrier 5
    Spoiler:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    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:
    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.

    Weapon 3
    Spoiler:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 4
    Spoiler:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    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:
    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 2
    Spoiler:
    Full Pouch
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display. While displayed:
    • When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    • At the end of your turn, banish.

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

    Spell 3
    Spoiler:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    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:
    Magical Mansion
    Spell 3

    Traits
    Magic
    Arcane
    Healing

    Check
    Intelligence
    Arcane
    8

    Powers
    Display next to a location. While displayed:
    • Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    • At the start of your turn or when this location is closed, banish.

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

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 3
    Spoiler:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

    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 Acrobatics modifier.

    Armor 4
    Spoiler:
    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.

    Armor 5
    Spoiler:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Item 2
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Item 3
    Spoiler:
    Marked Cards
    Item 3

    Traits
    Tool
    Magic
    Gambling

    Check
    Intelligence
    Craft
    Disable
    10

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

    Item 4
    Spoiler:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Item 5
    Spoiler:
    Drums Of Panic
    Item 3

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    10

    Powers
    When a local character encounters a monster, display at your location.
    While displayed:
    • When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Random Allies:
    Ally 1
    Spoiler:
    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.

    Ally 2
    Spoiler:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Ally 3
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

    Powers
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    Ally 4
    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 5
    Spoiler:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

    Powers
    On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Blessing 2
    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 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:
    The Lucky Drunk
    Blessing 3

    Traits
    Deity: Cayden Cailean
    Divine

    Check
    Charisma
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    After your exploration, you may move to a random location.

    On another local character’s check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.

    Blessing 5
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Turn: 14 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: The Marriage - When this is the hour: At the start of your turn, summon and encounter an ally.

    Top Blessing:
    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.


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Intelligence or Wisdom check, the difficulty is increased by 3.

    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    Blessings Deck Card 2 (Turn 16 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 17 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 18 Sajan)
    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 5 (Turn 19 Cogsnap)
    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.

    Blessings Deck Card 6 (Turn 20 Radovan)
    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 7 (Turn 21 Angban)
    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.

    Blessings Deck Card 8 (Turn 22 Ezren)
    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 23 Sajan)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 10 (Turn 24 Cogsnap)
    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 11 (Turn 25 Radovan)
    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 12 (Turn 26 Angban)
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessings Deck Card 13 (Turn 27 Ezren)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 14 (Turn 28 Sajan)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 15 (Turn 29 Cogsnap)
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessings Deck Card 16 (Turn 30 Radovan)
    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.

    Bank Of Abadar
    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:

    Library
    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

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

    Manor Card 1 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    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
    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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Sajan, Cogsnap, Ezren, Radovan

    Storehouse Card 1 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Storehouse Card 2 - Pixie Gang:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Storehouse Card 3 - Haughty Nobles:
    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.

    Blood Pool
    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

    Tenement
    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

    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
    Located here: Angban,

    Base Card 1:
    Vencarlo Orisini
    Supporter 1

    Traits
    Human
    Expert

    Check

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6.
    • □ On any combat check, you may bury to reroll.

    Base Card 2:
    Amin Jalento
    Supporter 1

    Traits
    Human
    Aristocrat

    Check

    Powers
    Display. While displayed:
    • On any check to acquire, you may bury to add 1d6.
    • □ You may bury to draw 2 new items, then banish 1 of them.


  • Cogsnap's Deck Manager

    Off turn actions: Bury Armored Coat for 1 Fire damage during Radovan's turn.
    Recharge BotElements for Ezren's check.
    Discard Elixir of Healing for 1 Fire damage during Sajan's turn.

    The hour of The Marriage
    When this is the hour: At the start of your turn, summon and encounter an ally.
    Random Ally:

    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.

    Wisdom 5: 1d6 ⇒ 2 failed & banished
    Remain at Storehouse.

    Explore:

    Red Mantis Assassin:
    Story Bane Monster 3
    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Sajan discard BotGods to copy the hour for BA check. Add d8 for Sajan's Wisdom die.
    Wisdom 4+#=7: 2d6 + 1d8 ⇒ (6, 4) + (2) = 12 success
    Send Acid Flask to recovery. Resistant to Attack. Burglar's Bracers add 1d8, recharge BotElements to bless, recharge Tinker to add 1d4.
    Combat 10+##+4=20: 2d10 + 4 + 2d6 + 1d8 + 1d4 ⇒ (4, 5) + 4 + (3, 6) + (6) + (1) = 29 defeated
    Recharge Tangleburn Bag to draw a new Liquid/Alchemical Item from the box: Bloodroot Poison (Item 3).

    Discard hand to close location.
    Storehouse closed.
    Draw 2 new Items and keep 1: Marked Cards (Item 3) and Wayfinder (Item 3) - Keep Marked Cards.
    Move to Manor when Storehouse closes.

    Recharge Marked cards to examine bottom of deck and leave in that order.
    End turn. Examine cards: 1d4 ⇒ 3
    RMA examined. Summon & encounter the danger:

    Inferno:
    Story Bane Barrier 3

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    5+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Each local character suffers 1 Fire damage - Sajan, Cogsnap, Ezren and Radovan.
    No cards to discard for damage.
    Dexterity 5+#=8: 1d8 ⇒ 3 Paizo re-roll
    Dexterity 5+#=8: 1d8 ⇒ 3 failed
    Suffer 1d4 Fire damage and the scourge Wounded. No cards to discard.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient sound of clinking bottles
    "Quick! Grab whatever you can of value before this place goes up! No time to... aHA! I wondered if it was you lot behind all this madness. You've heard of fighting fire with fire before? Well, I prefer to fight fire with acid!"

    Cogsnap the Unbleached wrote:

    Hand: Galvanic Chakram +1, Stone Skin, Elixir of Love, Blast Stone, Embalming Fluid, The Snakebite, Elemental Treaty (acq),

    Displayed:
    Deck: 4 Discard: 8 Buried: 1
    Current Location: Manor
    Hero Points (Available): 2 // Cogsnap the Unbleached has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.


    NOTES:
    Other: Dice Re-Roll Used for 3A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of the Elements 1, Blessing of the Elements 2, Tinker, Marked Cards (acq),
    Discard Pile: Gentleman Explorer, Korvosan Dandy (acq), Heavy Crossbow, The Vision (Harrow), Elixir of Healing, Burglar's Bracers, Tangleburn Bag, Bloodroot Poison (acq),
    Buried Pile: Armored Coat,

    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 ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box

    At the start of Radovan's turn, display Elemental Treaty at Manor.


    Deck Handler for CotCT Radovan

    OFF-TURN ACTIONS: Sajans turn -
    Radovan takes fire damage - display Allip (1) next to Norge. Sajan takes damage - display Guardian Zombie (2) next to Quang

    "

    Radovan wrote:

    Hand: Keen Rapier, The Joke (harrow), Blessing of the Ancients, Burglar (Core), Humanbane Rapier, Red Leathers,

    Displayed:
    Deck: 3 Discard: 6 Buried: 4
    Current Location: Storehouse
    Hero Points: 3/3
    Reroll used? No
    NOTES:
    Available Support: Feel free to use my blessing(s).
    Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
    Displayed cards next to Devil Form(s):
    Devil Form Quang (OOC d6): Enormous Reefclaw (3), Guardian Zombie (2)
    Devil Form Norge (IC d8): Troll (2), Hell Hound (1), Allip (1)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Alaeron, Appleslayer
    Recharged: The Joke,
    Discard Pile: Rodrick, The Vision, Thieves' Tools (Core), Spider Venom, Rapier (Core), Zae,
    Buried Pile: Snakebite Dagger, Belt of Physical Prowess, The Locksmith, Persona Mask,

    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)
    Fortitude: Constitution +2 (Norge 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)
    Reduce Fire damage dealt to you to 0. (Norge displayed)
    Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
    On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)

    "


    Deck Handler Desired Upgrades

    During Cogsnap's turn discard Force Missile (Core) to fire damage. Send Bound Imp to recovery to draw 2 cards: Enhance and The Rabbit Prince.

    Ezren attempts to recover all cards in their Recovery pile.
    Bound Imp (Core): Arcane 8: 1d12 + 4 ⇒ (11) + 4 = 15 -> Bound Imp (Core) recharged.

    leech self at start of Radovan's turn: 1d4 - 1 ⇒ (3) - 1 = 2

    Ezren wrote:

    Hand: Enhance, Fate-reader Lenses, The Rabbit Prince, Soothing Word 2, The Unveiling, Lightning Bolt,

    Displayed: Keppira D’bear, Thousand Bones,
    Deck: 18 Discard: 3 Buried: 0
    "Current Location: Manor
    Hero Points: 5"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Keppira D’bear: • On all checks against Undead banes, add 1d4.

    Fate-reader Lenses: On any Perception check, reveal to add 1d10.

    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)

    The Unveiling: Banish or shuffle into another character's deck to remove a scourge from any character.
    Movement: Move me to Shrine 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): The First, Spellbook (Core), Leech, Fiery Glare (Core), Bound Imp (Core), The Inquisitor, Locate Object (Core), Force Missile (Core), Drums Of Haste, Wall of Light, Fly (Core), Gem of Mental Acuity (Core), Fool’s Gold, Harrowstrike, Mist Horn (Core), Ambrosia, Cat (Core), False Life
    Recharged:
    Discard Pile: The Liar, Codex (Core), Frost Ray (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.


    Deck Handler for CotCT Radovan

    Hourglass Discard: The Eclipse
    WHEN THIS IS THE HOUR: On your Intelligence or Wisdom check, the difficulty is increased by 3.

    Move: Move to Manor

    Explore: Red Mantis Assassin

    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    Bury Guardian Zombie (2)
    Wisdom 4+3+3: 1d6 + 1d6 + 2 ⇒ (3) + (1) + 2 = 6
    Check increased by:
    1d6 ⇒ 5

    Reload humanbane rapier, banish Troll (2), discard BotAncients
    Combat 10+3+3+5+4: 1d8 + 3 + 1d4 + 1 + 1d6 + 1 + 1d8 + 1d4 + 1d8 + 2 + 1d8 ⇒ (6) + 3 + (3) + 1 + (4) + 1 + (2) + (1) + (6) + 2 + (2) = 31

    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    Bury Enormous Reefclaw (3) and reveal red leathers to auto succeed
    When Permanently Closed: Search your deck for a card and draw it.
    Draw - Alaeron

    I think we win!

    "

    Radovan wrote:

    Hand: Keen Rapier, The Joke (harrow), Alaeron, Burglar (Core), Humanbane Rapier, Red Leathers, Appleslayer,

    Displayed:
    Deck: 1 Discard: 7 Buried: 4
    Current Location: Storehouse
    Hero Points: 3/3
    Reroll used? No
    NOTES:
    Available Support: Feel free to use my blessing(s).
    Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
    Displayed cards next to Devil Form(s):
    Devil Form Quang (OOC d6):
    Devil Form Norge (IC d8): Hell Hound (1), Allip (1)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: The Joke,
    Discard Pile: Rodrick, The Vision, Thieves' Tools (Core), Spider Venom, Rapier (Core), Zae, Blessing of the Ancients,
    Buried Pile: Snakebite Dagger, Belt of Physical Prowess, The Locksmith, Persona Mask,

    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)
    Fortitude: Constitution +2 (Norge 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)
    Reduce Fire damage dealt to you to 0. (Norge displayed)
    Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
    On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)

    "

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    Deck Handler for CotCT Radovan

    Boon: 1d20 ⇒ 15

    Bank hero point. No hero points spent. New total is 3.

    Upgrades:
    Ally 5: 1d1000 ⇒ 237


    CCT-7A - Kazavon Rises Summary:
    Angban (Tier 6, 5XP)
    Hero Point saved. Used: 0 Remaining: 5
    Deck Upgrades: none
    Notes:

    Cogsnap (Tier 6, 5XP)
    Hero Point saved. Used: 0 Remaining: 3
    Deck Upgrades: none
    Notes:

    Ezren (Tier 6, 5XP)
    Hero Point saved. Used: 0 Remaining: 7
    Deck Upgrades: none
    Notes:

    Radovan (Tier 6, 5XP)
    Hero Point saved. Used: 0 Remaining: 3
    Deck Upgrades: Ally 5
    Notes:

    Sajan (Tier 6, 5XP)
    Hero Point saved. Used: 1 Remaining: 3
    Deck Upgrades: Spell 6
    Notes:

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