[PACS] Year 7 Legendary with BR eddiephlash

Game Master eddiephlash

Turn Order:

Arueshalae/skizzerz
Reiko/dinketry
Thargrap/cartmanbeck
Alahazra/Bigguyinblack

Party Tracker


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Random Harrow Blessing:

The Lost:

CotCT Blessing 1
Traits: Harrow Suit: Stars Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

The Harrow is Stars.

3 Wildcards: 3d18 ⇒ (9, 7, 9) = 25 Deadly, Ablaze, dupe
Reroll the 9: 1d18 ⇒ 7 dupe
Reroll the 7: 1d18 ⇒ 10 Hostile

DEADLY:
When you suffer damage, it is increased by 1.

ABLAZE:
At the end of your turn, suffer 1d4-2 Fire damage.

HOSTILE:
When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

That's a fun combo!


During This Adventure:

  • #=2 for banes, 1 for everything else

    During This Scenario:

  • Harrow is: Stars
  • Until Evidence is displayed, you may not move on your move step.
  • When you close your location, and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
  • Three Wildcards:
    DEADLY:
    When you suffer damage, it is increased by 1.
    ABLAZE:
    At the end of your turn, suffer 1d4-2 Fire damage.
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Setup:
    Set aside the barrier Brawl
    After building locations, shuffle Evidence into the Tenement, then reload Brawl into it.
    All characters start at the Tenement.

    Add 3 random wildcards (for Legendary mode)

    Story Banes:
    Danger: Each time you encounter the danger, randomly choose a new monster
    Villain: None
    Closing Henchmen: Brothers of the Seal - Proxy A

    Additional Rules:
    Story Bane Details

    Brother of the Seal (Closing Henchman, Proxy A):

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    Evidence (Story Objective):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Scenario Level (#): 1

    Turn: 1, Alahazra/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    Spoiler:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    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.

    Spoiler:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

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

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

    Barriers
    Spoiler:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Spoiler:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    Trigger
    To Defeat:
    ArcaneDivinePerception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

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

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

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

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

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

    Spoiler:
    Sword Cane
    CotCT
    Weapon 0
    Traits:
    Bludgeoning
    Finesse
    Melee
    Staff
    To Acquire:
    Strength
    Melee
    Stealth 6
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    Spoiler:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff
    To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spoiler:
    Levitate
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 6
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

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

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


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

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

    Armors
    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Spoiler:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

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

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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

    Items
    Spoiler:
    Wand of Acid Burst
    CotCT
    Item 1
    Traits:
    Acid
    Arcane
    Attack
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat or Disable check, bury or banish to use Arcane + 2d4.

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


    Spoiler:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

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


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

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

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

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

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

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

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

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

    Blessings
    Spoiler:
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

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

    Spoiler:
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Spoiler:
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

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

    Hour Power: You may avenge by discarding a card.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 1 Arueshalae/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Reiko/dinketry:
    Spoiler:
    Hourglass Card 2 Reiko/dinketry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 3 Thargrap/cartmanbeck
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 4 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Alahazra/Bigguyinblack
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 5 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 5 Arueshalae/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 6 Reiko/dinketry:
    Spoiler:
    Hourglass Card 6 Reiko/dinketry
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 7 Thargrap/cartmanbeck
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 8 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Alahazra/Bigguyinblack
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 9 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 9 Arueshalae/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 10 Reiko/dinketry:
    Spoiler:
    Hourglass Card 10 Reiko/dinketry
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 11 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 11 Thargrap/cartmanbeck
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 12 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Alahazra/Bigguyinblack
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 13 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 13 Arueshalae/skizzerz
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Reiko/dinketry:
    Spoiler:
    Hourglass Card 14 Reiko/dinketry
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 15 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 15 Thargrap/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 16 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Alahazra/Bigguyinblack
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 17 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 17 Arueshalae/skizzerz
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 18 Reiko/dinketry:
    Spoiler:
    Hourglass Card 18 Reiko/dinketry
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 19 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 19 Thargrap/cartmanbeck
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 20 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Alahazra/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 21 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 21 Arueshalae/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 22 Reiko/dinketry:
    Spoiler:
    Hourglass Card 22 Reiko/dinketry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 23 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 23 Thargrap/cartmanbeck
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 24 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Alahazra/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 25 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 25 Arueshalae/skizzerz
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 26 Reiko/dinketry:
    Spoiler:
    Hourglass Card 26 Reiko/dinketry
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 27 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 27 Thargrap/cartmanbeck
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 28 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 28 Alahazra/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 29 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 29 Arueshalae/skizzerz
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

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

    Den Of Iniquity Card 1:
    Treacherous Tunnels
    CotCT
    Barrier 2
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
    Den Of Iniquity Card 2:
    Slick Leather
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * On your check to move, add 1d10.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Den Of Iniquity Card 3:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Den Of Iniquity Card 4:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Den Of Iniquity Card 5:
    Plague Mask
    CotCT
    Item 0
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft 4
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
    Den Of Iniquity Card 6:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Veteran
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Den Of Iniquity Card 7:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Den Of Iniquity Card 8:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Den Of Iniquity Card 9:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Den Of Iniquity Card 10:
    Priest of Pharasma
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Location #2: Tenement
    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: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: Arueshalae/skizzerz, Reiko/dinketry, Thargrap/cartmanbeck, Alahazra/Bigguyinblack, None
    Tenement Card 1 (Brawl):
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Tenement Card 2:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    WisdomSurvival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Tenement Card 3:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Tenement Card 4:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Tenement Card 5:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
    Tenement Card 6:
    Evidence
    CotCT
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Wisdom
    Knowledge
    Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.
    Tenement Card 7:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Tenement Card 8:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Tenement Card 9:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Tenement Card 10:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    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.
    Tenement Card 11:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
    Tenement Card 12:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1:
    Dire Crocodile
    CotCT
    Monster 2
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 15
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
    Dungeons Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Dungeons Card 3:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Dungeons Card 4:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Dungeons Card 5:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Dungeons Card 6:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.
    Dungeons Card 7:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.
    Dungeons Card 8:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
    Dungeons Card 9:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Dungeons Card 10:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Location #4: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Twisting Passages Card 1:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    Twisting Passages Card 2:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Twisting Passages Card 3:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    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.
    Twisting Passages Card 4:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Twisting Passages Card 5:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Twisting Passages Card 6:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Twisting Passages Card 7:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Twisting Passages Card 8:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.
    Twisting Passages Card 9:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    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.
    Twisting Passages Card 10:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Alley Card 1:
    Elixir of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.
    Alley Card 2:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Alley Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Alley Card 4:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Alley Card 5:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing
    To Acquire:
    Strength
    Melee 4
    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.
    Alley Card 6:
    Fox
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
    Alley Card 7:
    Remove Disease
    CotCT
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to remove the scourge Plagued from any number of local characters.

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

    Alley Card 8:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Alley Card 9:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Alley Card 10:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception
    To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Location #6: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Cards Not In the Box Card 2:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.


  • deck handler Searching for:

    Trading out Prayer for The Paladin loot. Trading out Acolyte (Core) for Soothing Word loot. Trading out Chronicler for Sands of the Hour loot. Starting at Tenement.

    Alahazra wrote:

    Hand: Cure, Blessing of Abraxas, The Paladin, Cure (Core), Soothing Word, Blessing of the Spellbound 1, Blessing of the Spellbound 2,

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

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Blessing of Abraxas: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check.

    The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. (d12 +1)
    Movement: Move me to the Alley if my location closes.
    Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Insight, Bodyguard, Blessing of the Spellbound 3, Flame Staff (Core), Fire Snake, Sands of the Hour, Holy Javelin, Holy Light (Core), Binder's Tome
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2 "
    "Divine Charisma +2"

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Divine
    POWERS:
    You may recharge a card that has the Divine trait to examine the top card of any location deck (☐ or the blessings deck or any character deck).
    At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
    If your combat check has the Attack trait, add 2 to it. (☐ You may also add the Fire trait.)

    Draw random blessing #1 The Theater into my discard pile.


    deck handler Searching for:

    Calistria's Sting: When this is the hour: You may avenge by discarding a card.

    Pass The Paladin to Arueshalae.

    Recharge Cure to examine Alley Card 1. Elixir of Healing. Recharge Cure (Core) to examine Twisting Passages Card 1. Symbol of Agony. Recharge Blessing of the Spellbound 1 to examine Dungeons Card 1. Dire Crocodile. Recharge Blessing of the Spellbound 2 to examine Den Of Iniquity Card 1. Treacherous Tunnels. Recharge Blessing of Abraxas and Soothing Word to make doubly sure..

    Tenement Card 1: Brawl:

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

    Everyone must encounter the Brawl. Alahazra fails and has no cards to discard to Brawl or Hostile or Ablaze. End turn.

    Alahazra wrote:

    Hand: Holy Javelin, Flame Staff (Core), Fire Snake, Holy Light (Core), Blessing of the Spellbound 3, Divine Insight, Binder's Tome,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    "Current Location: Tenement
    Hero Points: 0"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Divine Insight: On any check to defeat a barrier, banish to add 2d6.
    Movement: Move me to the Alley if my location closes.
    Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bodyguard, Sands of the Hour
    Recharged: Cure, Cure (Core), Blessing of the Spellbound 1, Blessing of the Spellbound 2, Soothing Word, Blessing of Abraxas,
    Discard Pile: The Theater,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2 "
    "Divine Charisma +2"

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Divine
    POWERS:
    You may recharge a card that has the Divine trait to examine the top card of any location deck (☐ or the blessings deck or any character deck).
    At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
    If your combat check has the Attack trait, add 2 to it. (☐ You may also add the Fire trait.)

    Tenement card 1 encountered. Results TBD.

    Top card of all other locations examined.

    The Paladin passed to Arueshalae.


    Reiko Deck Handler

    Off-turn: Brawl.

    Reiko looks to her companions, and then to the Brothers of the Seal making fools of themselves.

    Monastic orders, always flexing their sashes...

    The ninja draws a blade from her sash.

    Time to show them how to flex.

    Use Snakebite Dagger.

    Combat (6) Check: 1d10 + 1 + 3 + 1d4 + 1 ⇒ (3) + 1 + 3 + (1) + 1 = 9 Auto-SUCCESS! Barrier is defeated.

    The ninja washes over a cache of monks like a dark cloud, dropping them like bundles of laundry to the streets. Bundles of laundry that bleed.


    Melee 4+2=6: 1d10 + 3 ⇒ (8) + 3 = 11 Success. Thargrap punches a thug without even looking, caving his face in. He smiles toothily and lets Nulgreth lick the blood from his fist.


    Deck Handler // Tier 3.5 // 2 hero points

    Start at Tenement. Starting hand below. Turn will be in another post.

    Arueshalae wrote:

    Hand: Corrosive Dagger +1, Chain Shirt, Prayer, Priest of Abadar, Blessing of Baalzebul, Blessing of the Archdevils 1, Arueshalae's Gift,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Current Location: Tenement
    Hero Points: 0


    Deck Handler // Tier 3.5 // 2 hero points

    Off-turn: receive The Paladin, then fight in a Brawl. It looks like others succeeded, so Arueshalae will just evade it. I would've played Arueshalae's Gift on Thargrap's check since his wasn't an autosuccess and I go next (and therefore get the gift back anyway) so the help is effectively free. Didn't end up mattering but just stating it for posterity :)

    Sands of the Hour. Draw my Gift. Display Chain Shirt. Scenario power prevents me from moving. Explore.

    Tenement 2: Droogami. Recharge Priest of Abadar to add 1d6. Wisdom 6: 1d4 + 1d6 ⇒ (2) + (2) = 4 Paizo reroll. Wisdom 6: 1d6 + 2 ⇒ (6) + 2 = 8 Acquired. Recharge Blessing of the Archdevils to explore.

    Tenement 3: Pit Trap. Alahazra banishes Divine Insight to recovery. Dexterity 6: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (1, 5) = 11 Defeated. Explore again per Pit Trap's power.

    Tenement 4: Staff of Minor Healing. Reiko discards Blessing of Wadjet. Wisdom 7: 1d4 + 2d8 ⇒ (2) + (4, 3) = 9 Acquired. Recharge Staff of Minor Healing to heal Reiko's Blessing of Wadjet. Discard Prayer to examine top card of location: Tangle of Debris. Explore.

    Tenement 5: Tangle of Debris. Effects of failing this sucks, so discard The Paladin to bless and add my Diplomacy. Dexterity 5: 2d8 + 1 + 1d12 + 3 ⇒ (3, 4) + 1 + (3) + 3 = 14 Automatic success. End turn, taking 0 damage from Ablaze (character soaks 3 and it deals max 3 damage with Deadly).

    Given the commotion in the streets, Arueshalae decides to take to the sky and look for alternative routes. She spots someone darting into an alleyway between houses and follows behind. Inside, a tiger starts following her and she narrowly avoids a pit trap and a tangle of debris. On the plus side, someone left a magical staff just lying against a wall!

    Arueshalae wrote:

    Hand: Corrosive Dagger +1, Grave Tender, Longbow, Droogami, Blessing of Baalzebul, Arueshalae's Gift,

    Displayed: Chain Shirt,
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Tenement
    Hero Points: 0
    NOTES:
    Available Support: Use anything marked ""feel free to use"" without asking. Please use the Gift every round!
    Feel free to use:
    - Arueshalae's Gift: Display by you to add 1d4 to a base stat until the start of my next turn.
    - Blessing of Baalzebul: Discard to bless twice on a check that isn't to acquire or defeat.
    - Blessing of Baalzebul: Discard to bless.
    - Longbow: Freely discard to add 1d8 to a combat check.
    - Droogami: Recharge to add 1d4 to a local combat or Survival check.
    Ask in Discord before using:
    - N/A
    Movement: Move to Dungeons if Tenement closes
    Other: 7-1C: Playmat available, reroll used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Heavy Crossbow, Desna's Freedom, Compass, Starknife, Helpful Haversack, Blessing of the Archdevils 2, Spyglass
    Recharged: Priest of Abadar, Blessing of the Archdevils 1, Staff of Minor Healing,
    Discard Pile: Prayer, The Paladin,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3
    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☐+1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

    Tenement 2-5 cleared.
    Alahazra uses Divine Insight.
    Reiko shuffles Blessing of Wadjet into her deck.


    Reiko Deck Handler

    Off-turn: discard and then heal Blessing of Wadjet on Arueshalae's turn.

    On-turn: the hour is Sands of the Hour.

    Why is everything on fire in this city? Reiko wonders - almost aloud - as the group disentangles from the brawling monks and continues into Oriat. The demon ducks into one such tenement building and Reiko reflexively follows, keen to further explore this new friendship.

    Free explore and encounter Evidence. Oh, we want this. Discard Blessing of Kofusachi to draw Gem of Physical Prowess from my deck. Recharge said gem to use Dexterity die instead of others for this check. Ask Aruey for a Blessing of Baalzebul to bless this twice.

    Wisdom (12) Check: 3d10 ⇒ (3, 1, 2) = 6 Guh. Burn a Hero Point.
    Reroll: 3d10 ⇒ (7, 5, 7) = 19 Much more in keeping with reality. SUCCESS! Display next to the location. We all can move now.

    Reiko's eyes somehow are drawn to a calendar on the wall of the alit building, snatching it off the wall before it, too, is consumed by the flames. Written and circled on the calendar is a name 'Gerik Mubb'. Underneath, an address is plainly listed. Reiko checks the date, then calls out aloud for Arueshalae.

    "We've found what we need!" A small tiger comes padding out of the back room, looks at the ninja, and gives a plaintive yowl.

    It is never easy, is it? A flaming chunk of ceiling collapses on Reiko as if to punctuate her thought.

    Recharge Leech to attempt to heal my blessing.

    Leech Heal: 1d4 - 1 ⇒ (4) - 1 = 3 That'll do it. End turn.

    Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1 Whew. Reset hand.

    Reiko wrote:

    Hand: Snakebite Dagger, Materialize, Shinobi Shozoku, Leech, The Real Rabbit Prince,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: My blessing is SO useful (not). Materialize can be used if you need me to come to you. I can also heal you if you're local via my leech.
    Movement: Send me somewhere by myself if my location closes.
    Other: Paizo reroll: not used

    Deck, Discard, Buried:

    Reloaded: Galvanic Chakram +1, Kusarigama, Scorpion Whip, Gem of Physical Prowess, Blue Star, Embalming Fluid, Daggermark Poisoner, Blessing of Wadjet, Runewell's Echo,
    Middle of Deck (Unknown Order): Scorpion Whip, Daggermark Poisoner, Blessing of Kofusachi, Galvanic Chakram +1, Blue Star, Kusarigama, Blessing of Wadjet, Embalming Fluid, Gem of Physical Prowess
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +3
    Ranged: Dexterity +2
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Role Card:
    Favored Card: Weapon or card that has the Poison trait
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies: Light Armors Weapons
    X
    POWERS:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 (☐ or your Charisma skill) and the Poison trait to your combat check (☐ or your Acrobatics or Stealth check).
    You may evade your encounter. ([X] Then you may either examine the top card of your location deck or move.)

    [ ] [ ] [ ] What Resistance? Check a box that precedes this reward to treat a monster that is resistant to a trait as vulnerable to that trait.
    [ ] [ ] [ ] Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade.
    Tyrant of the Harrow reward: Additional Adventure Reward: Each player may choose one of their Adventure Card Society characters and add the promo card The Real Rabbit Prince to that
    character's deck box.


    During This Adventure:

  • #=2 for banes, 1 for everything else

    During This Scenario:

  • Harrow is: Stars
  • Evidence is displayed!
  • Until Evidence is displayed, you may not move on your move step.
  • When you close your location, and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
  • Three Wildcards:
    DEADLY:
    When you suffer damage, it is increased by 1.
    ABLAZE:
    At the end of your turn, suffer 1d4-2 Fire damage.
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Setup:
    Set aside the barrier Brawl
    After building locations, shuffle Evidence into the Tenement, then reload Brawl into it.
    All characters start at the Tenement.

    Add 3 random wildcards (for Legendary mode)

    Story Banes:
    Danger: Each time you encounter the danger, randomly choose a new monster
    Villain: None
    Closing Henchmen: Brothers of the Seal - Proxy A

    Additional Rules: Story Bane Details

    Brother of the Seal (Closing Henchman, Proxy A):

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    Evidence (Story Objective, Found and Displayed):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Scenario Level (#): 1

    Turn: 4, Thargrap/cartmanbeck

    Random Cards:

    Monsters
    Spoiler:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

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

    Spoiler:
    Deadfall Scorpion
    Core
    Monster 2
    Traits:
    Poison
    Vermin
    To Defeat:
    Combat 13
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.

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

    Spoiler:
    Barghest
    CotCT
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 13
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

    Barriers
    Spoiler:
    Captive Horror
    CotCT
    Barrier 2
    Traits:
    Lock
    Trigger
    To Defeat:
    Wisdom
    Disable
    Stealth 9
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

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

    Spoiler:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    Trigger
    To Defeat:
    ArcaneDivinePerception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Spoiler:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    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.

    Weapons
    Spoiler:
    Sword Cane
    CotCT
    Weapon 0
    Traits:
    Bludgeoning
    Finesse
    Melee
    Staff
    To Acquire:
    Strength
    Melee
    Stealth 6
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    Spoiler:
    Light Crossbow
    Core
    Weapon 0
    Traits:
    Bow
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

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

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

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


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

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

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


    Spoiler:
    Confusion
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

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

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


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

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

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

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

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    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.

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

    Spoiler:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

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


    Spoiler:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant
    To Acquire:
    Wisdom
    Divine
    Survival 6
    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.

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

    Spoiler:
    Spider Venom
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Allies
    Spoiler:
    Harrowed Society Student
    CotCT
    Ally 0
    Traits:
    Arcanist
    Human
    Harrow
    To Acquire:
    Charisma
    Diplomacy 6
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    Priest of Abadar
    CotCT
    Ally 1
    Traits:
    Cleric
    Halfling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Bury A Boon 0
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Spoiler:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Spoiler:
    Burglar
    CotCT
    Ally 0
    Traits:
    Human
    Trigger
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

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

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

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

    Spoiler:
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

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

    Hour Power: At the start of your turn, summon and encounter an ally.

    Current Hour:

    The Marriage:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Alahazra/Bigguyinblack
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 2 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 2 Arueshalae/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 3 Reiko/dinketry:
    Spoiler:
    Hourglass Card 3 Reiko/dinketry
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 4 Thargrap/cartmanbeck
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 5 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Alahazra/Bigguyinblack
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 6 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 6 Arueshalae/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 7 Reiko/dinketry:
    Spoiler:
    Hourglass Card 7 Reiko/dinketry
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 8 Thargrap/cartmanbeck
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 9 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Alahazra/Bigguyinblack
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 10 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 10 Arueshalae/skizzerz
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 11 Reiko/dinketry:
    Spoiler:
    Hourglass Card 11 Reiko/dinketry
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 12 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 12 Thargrap/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 13 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Alahazra/Bigguyinblack
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 14 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 14 Arueshalae/skizzerz
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 15 Reiko/dinketry:
    Spoiler:
    Hourglass Card 15 Reiko/dinketry
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 16 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 16 Thargrap/cartmanbeck
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Alahazra/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 18 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 18 Arueshalae/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 19 Reiko/dinketry:
    Spoiler:
    Hourglass Card 19 Reiko/dinketry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 20 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 20 Thargrap/cartmanbeck
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 21 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Alahazra/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 22 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 22 Arueshalae/skizzerz
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 23 Reiko/dinketry:
    Spoiler:
    Hourglass Card 23 Reiko/dinketry
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 24 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 24 Thargrap/cartmanbeck
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 25 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Alahazra/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 26 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 26 Arueshalae/skizzerz
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

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

    Den Of Iniquity Card 1 (Treacherous Tunnels):
    Treacherous Tunnels
    CotCT
    Barrier 2
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
    Den Of Iniquity Card 2:
    Slick Leather
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * On your check to move, add 1d10.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Den Of Iniquity Card 3:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Den Of Iniquity Card 4:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Den Of Iniquity Card 5:
    Plague Mask
    CotCT
    Item 0
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft 4
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
    Den Of Iniquity Card 6:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Veteran
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Den Of Iniquity Card 7:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Den Of Iniquity Card 8:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Den Of Iniquity Card 9:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Den Of Iniquity Card 10:
    Priest of Pharasma
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Location #2: Tenement
    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: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Arueshalae/skizzerz, Reiko/dinketry, Thargrap/cartmanbeck, Alahazra/Bigguyinblack, None
    Tenement Card 1:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Tenement Card 2:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Tenement Card 3:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Tenement Card 4:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    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.
    Tenement Card 5:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
    Tenement Card 6:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1 (Dire Crocodile):
    Dire Crocodile
    CotCT
    Monster 2
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 15
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
    Dungeons Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Dungeons Card 3:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Dungeons Card 4:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Dungeons Card 5:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Dungeons Card 6:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.
    Dungeons Card 7:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.
    Dungeons Card 8:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
    Dungeons Card 9:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Dungeons Card 10:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Location #4: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Twisting Passages Card 1 (Symbol of Agony):
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    Twisting Passages Card 2:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Twisting Passages Card 3:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    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.
    Twisting Passages Card 4:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Twisting Passages Card 5:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Twisting Passages Card 6:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Twisting Passages Card 7:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Twisting Passages Card 8:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.
    Twisting Passages Card 9:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    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.
    Twisting Passages Card 10:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Alley Card 1 (Elixir of Healing):
    Elixir of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.
    Alley Card 2:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Alley Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Alley Card 4:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Alley Card 5:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing
    To Acquire:
    Strength
    Melee 4
    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.
    Alley Card 6:
    Fox
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
    Alley Card 7:
    Remove Disease
    CotCT
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to remove the scourge Plagued from any number of local characters.

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

    Alley Card 8:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Alley Card 9:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Alley Card 10:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception
    To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Location #6: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Sands of the Hour):
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Cards Not In the Box Card 2 (Soothing Word):
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
    Cards Not In the Box Card 3 (The Paladin):
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Cards Not In the Box Card 4 (Leech):
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Cards Not In the Box Card 5 (Ring of Protection):
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.


  • deck handler Searching for:

    Alahazra attempts to recover all cards in their Recovery pile.
    Divine Insight: Divine 8: 1d12 + 1d4 + 2 ⇒ (12) + (3) + 2 = 17 -> Divine Insight recharged.


    Realized I forgot to discard a new harrow blessing, which should be The Cricket, #4 in the random blessings. Hour is The Marriage, so I get to summon and encounter a free ally. It's a Harrowed Society Student. I'll use Prayer to make it a better chance to pick that up.
    Charisma 6: 1d8 + 1d8 ⇒ (6) + (8) = 14 Acquired.

    Thargrap explores to find a Bodyguard. I'll use my other blessing on that.
    Fortitude 6: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (5) = 11 Acquired.

    Harrowed Student to explore again. Tower Shield.
    Fortitude 6: 1d8 + 2 ⇒ (7) + 2 = 9 Acquired.

    Priest of Asmodeus to explore again. Abadar's Law. I get 1d4 from my Priest. Requesting Aruey's Gift for Charisma.
    Diplomacy 4+1=5: 1d4 + 1d4 + 1d4 ⇒ (3) + (4) + (3) = 10 Acquired. After the check I bury the Tower Shield for my Priest.

    Bodyguard for another explore. Yeth Hound. Everyone needs to make a Wisdom 5 or be Frightened. I'll bury Prayer from discards to add 1d6.
    Wisdom 5: 1d6 + 1d6 ⇒ (5) + (6) = 11 Success. I'll bury then banish Blessing of the Gods to add 1d6+1d4
    Combat 10: 1d10 + 3 + 1d6 + 1 + 1d6 + 1d4 ⇒ (6) + 3 + (6) + 1 + (6) + (2) = 24 Very defeated. I bury him.

    Abadar's Law for another explore. Dogslicer.
    Melee 7: 1d10 + 3 ⇒ (6) + 3 = 9 Acquired.

    I'll banish Prayer to draw a card. Rapier. Banish Tower Shield to draw another card, Strength. Banish Yeth Hound to draw another card, Bleachling Lunatic. Recharge him and bury the Dogslicer to explore the last card, which is the henchman, Brother of the Seal. Myself and random: 1d3 ⇒ 1 Alahazra need to attempt Constitution, Dexterity, Acrobatics, or Fortitude 4+# or suffer 1+1=2 Combat damage. Banishing the Dogslicer to add 1d4.
    Fortitude 4+2=6: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (3) = 7 Success. For the combat, I'll bury then banish Harrowed Society Student to add 1d6+1d4, and also cast Strength on myself.
    Combat 11+4=15: 1d10 + 3 + 1d6 + 1 + 1d6 + 1d4 + 3 ⇒ (10) + 3 + (2) + 1 + (1) + (2) + 3 = 22 Defeated. To close I bury the Rapier. Tenement closed. Won't use the on closing power. I move to the Dungeons.

    end of turn Fire: 1d4 - 2 ⇒ (3) - 2 = 1 Increased to 2. I discard Gallivance.

    recharge Strength: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11 Recharged.

    Drew Infernal Healing, which I'll display.

    "

    Thargrap wrote:

    Hand: Soothing Word, Compass, Blessing of the Gods,

    Displayed: Blood God Nulgreth, Infernal Healing (Loot),
    Deck: 7 Discard: 4 Buried: 3
    Hero Points: 0
    Decks used: Magus Class Deck, Smash Pack, Support Pack
    Paizo reroll used: YES
    NOTES:
    Available Support: Happy to use Soothing Word on someone.
    Movement: At the start of each scenario, I will discard a new Harrow blessing.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Benefaction, The Beating, Spiked Breastplate, Enhance
    Recharged: Priest of Asmodeus, Bleachling Lunatic, Strength,
    Discard Pile: Abadar's Law, Gallivance, The Cricket, Bodyguard,
    Buried Pile: Dogslicer, Rapier (Magus Deck), Brother of the Seal (1),

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    "

    RECAP:
    -Acquired The Cricket
    -Acquired Tenement #1: Bodyguard, Tenement #3: Abadar's Law, Tenement #5: Dogslicer, Tenement #6: Brother of the Seal
    -Banished Tenement #2: Tower Shield, Tenement #4: Yeth Hound
    -Closed Tenement, Moved to Dungeons.
    -Used Aruey's gift.

    Everyone needs to do a Wisdom 5 or be Frightened.
    Alahazra needs to do a Con, Dex, Acro or Fort 6 or take 2 Combat damage.


    deck handler Searching for:

    wisdom 5 vs Yeth Hound: 1d8 ⇒ 5
    Fortitude 4 +2 vs Brother of the Seal casting Fire Snake, revealing Binder's Tome: 1d12 + 1d4 + 3 ⇒ (1) + (3) + 3 = 7

    Move to Dungeons on Tenement close.

    Alahazra attempts to recover all cards in their Recovery pile.
    Fire Snake: Divine 8: 1d12 + 1d4 + 3 ⇒ (12) + (2) + 3 = 17 -> Fire Snake recharged.

    The Carnival: When this is the hour: All damage is Mental damage that cannot be reduced.

    Dungeons Card 1: Dire Crocodile:

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

    combat 15 +2 casting Holy Light, revealing Binder's Tome, recharging Blessing of the Spellbound 3: 2d12 + 2d6 + 1d4 + 7 ⇒ (2, 3) + (5, 2) + (1) + 7 = 20

    reroll the first 2 with folio reroll: 1d12 ⇒ 6

    Defeated by more then 4.

    ablaze: 1d4 - 2 ⇒ (3) - 2 = 1 1 +1 dmg discard Flame Staff (Core) and Binder's Tome.

    Alahazra ends their turn.

    Alahazra attempts to recover all cards in their Recovery pile.
    Holy Light (Core): Divine 10: 1d12 + 3 ⇒ (3) + 3 = 6 -> Holy Light (Core) discarded.

    Alahazra resets their hand.

    Alahazra wrote:

    Hand: Holy Javelin, Cure, Cure (Core), Bodyguard, Blessing of the Spellbound 1, Blessing of the Spellbound 2, Sands of the Hour,

    Displayed:
    Deck: 5 Discard: 4 Buried: 0
    "Current Location: Dungeons
    Hero Points: 0"
    "NOTES:
    Available Support: Folio reroll: Used
    Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Sands of the Hour: On any check using a skill listed in the hour’s check to acquire, recharge to bless.

    Bodyguard: When a local character suffers damage, recharge to reduce it by 3.
    Movement: Move me to the Alley if my location closes.
    Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Soothing Word, Blessing of Abraxas, Divine Insight, Fire Snake, Blessing of the Spellbound 3,
    Discard Pile: The Theater, Flame Staff (Core), Binder's Tome, Holy Light (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2 "
    "Divine Charisma +2"

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Divine
    POWERS:
    You may recharge a card that has the Divine trait to examine the top card of any location deck (☐ or the blessings deck or any character deck).
    At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
    If your combat check has the Attack trait, add 2 to it. (☐ You may also add the Fire trait.)

    Dungeons Card 1 banished.


    Deck Handler // Tier 3.5 // 2 hero points

    Off-turn: discard Blessing of Baalzebul, display Arueshalae's Gift, suffer the scourge Frightened (d4 Wisdom to hit a 5 auto-fails), unmark Frightened when Tenement closes, then move to Dungeons per my notes.

    Hour of Orison. Draw my gift, stay at Dungeons and explore.

    Dungeons 2: Incitation. Arcane 4: 1d4 ⇒ 3 Not quite, banished. Hostile deals 1d6 (max #) combat damage due to failing to acquire. # = 1 and +1 from Deadly for 2 total, so recharge my displayed Chain Shirt to reduce it by 2. Discard Grave Tender to explore.

    Dungeons 3: Secret Stockpile. Asking Alahazra to discard a blessing. Disable 9: 2d8 + 3 ⇒ (5, 8) + 3 = 16 Success, draw a new Weapon and Armor: Sword Cane and Full Plate. Display Full Plate. Discard Droogami to move to Alley and explore.

    Alley 1: Elixir of Healing. Intelligence 4: 1d6 ⇒ 4 Acquired. Immediately banish it to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards: Prayer, The Paladin, Droogami. It might be a good idea for Alahazra to Cure herself before I end my turn as well.

    End of turn: recharge Sword Cane to move back to Dungeons. My character negates Ablaze + Deadly.

    Arueshalae finds a secret passage through the tenements in her effort to follow the shadowy figure, which she hopes is a shortcut. It opens up into a room with a secret stash of weapons, armor, and potions. She quickly grabs some and heads back out, disappointed that it didn't actually lead anywhere.

    Arueshalae wrote:

    Hand: Corrosive Dagger +1, Compass, Longbow, Heavy Crossbow, The Paladin, Arueshalae's Gift,

    Displayed: Full Plate,
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Dungeons
    Hero Points: 0
    NOTES:
    Available Support: Use anything marked ""feel free to use"" without asking. Please use the Gift every round!
    Feel free to use:
    - Arueshalae's Gift: Display by you to add 1d4 to a base stat until the start of my next turn.
    - The Paladin: Discard to bless and additionally add 1d12+3 for a non-combat check against a bane.
    - Longbow: Freely discard to add 1d8 to a combat check.
    - Heavy Crossbow: Freely discard to add 1d8 to a distant combat check.
    Ask in Discord before using:
    - The Paladin: Discard to bless.
    Movement: Move to Den of Iniquity if Dungeons closes
    Other: 7-1C: Playmat available, reroll used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Droogami, Blessing of the Archdevils 2, Desna's Freedom, Prayer, Spyglass, Starknife, Staff of Minor Healing, Blessing of the Archdevils 1, Chain Shirt, Helpful Haversack, Priest of Abadar
    Recharged: Sword Cane,
    Discard Pile: Grave Tender, Blessing of Baalzebul,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3
    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☐+1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.


    deck handler Searching for:

    Discard Blessing of the Spellbound 1 during Aurey's turn.

    cure targeting Alahazra: 1d4 + 1 ⇒ (4) + 1 = 5

    Alahazra attempts to recover all cards in their Recovery pile.
    Cure: Divine 8: 1d12 + 3 ⇒ (1) + 3 = 4 -> Cure discarded.


    Reiko Deck Handler

    Off-turn #1: Frightened check on Thargrap's turn.

    Wisdom (5) Check: 1d6 ⇒ 2 FAIL! Frightened for a little bit until Thargrap closes the Tenement, then remove the condition and move to the Alley.

    On turn: the hour is Shelyn's Song.

    Shelyn's Song:

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

    Reiko watches in horror as the burning tenement building comes down on her team-mates, then sees them escaping through a side passage. Moving through the nearby dark alley to rejoin them, the ninja thinks she sees Arueshalae emerge in the dark alley ahead of her, but when she catches up, it's a confusing outline of a mound of garbage. Reiko sniffs, wishes that she hadn't, then looks around for trouble.

    Free explore and encounter: Ghost

    I'll pause my turn here until I get a reply to my question in the Discord chat.


    Reiko Deck Handler

    Continuing my turn...

    Reiko chooses to evade her encounter and examine the top card of the location.

    Which card?: 1d9 + 1 ⇒ (4) + 1 = 5 Spiked Gauntlet

    The gaunt, hollow face screams out at Reiko from the garbage pile. In a heartbeat, the ninja drops into Stingray-in-the-Depths and lets her heart beat slower. With intense care, Reiko slowly cranes her neck to see if the apparition indeed exists.

    No apparition. But in an unexplained rush of movement, the garbage pile crashes down around Reiko!

    Could I please use Arueshalae's Gift? I'll choose Strength.

    Strength (4) Check: 1d6 + 1d4 ⇒ (5) + (1) = 6 SUCCESS! Discard The Real Rabbit Prince into a random character's discards (Alahazra - 1) to explore again with all checks blessed.

    Which character's discards?: 1d4 ⇒ 4 Thargrap.
    Which card?: 1d9 + 1 ⇒ (3) + 1 = 4 Ghastly Runes. Already blessed, so can't bless again - I'll evade once again and move to the Den of Iniquity.

    With a resounding crash, the mountain of garbage (that somehow reminded Reiko positively of her demon ally) crashes to the stones of the alley. Seeing (and hearing) her chance at stealthy passage ruined, the ninja slips into the back door of an establishment of ill-repute, the only mark on the door that of an armoured fist wrapped with a chain.

    Maybe I'll find a Brother of the Seal in this place and throttle him into telling me where Gerik Mubb drinks, thinks Reiko, trying to shake off the illusions of ghastly visions.

    End turn.

    Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2 Add 1 more damage due to Deadly. Bury Shinobi Shozoku to the damage. Reset hand; display Blue Star to increase hand size by 1.

    Reiko wrote:

    Hand: Snakebite Dagger, Materialize, Blue Star, Leech, Spiked Gauntlet, Ring of Protection,

    Displayed:
    Deck: 9 Discard: 0 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Materialize can be used if you need me to come to you. I can also heal you if you're local via my leech.
    Movement: Send me somewhere by myself if my location closes.
    Other: Paizo reroll: not used

    Deck, Discard, Buried:

    Reloaded: Galvanic Chakram +1, Kusarigama, Scorpion Whip, Gem of Physical Prowess, Embalming Fluid, Blessing of Kofusachi, Blessing of Wadjet,
    Middle of Deck (Unknown Order): Kusarigama, Runewell's Echo, Daggermark Poisoner, Gem of Physical Prowess, Blessing of Wadjet, Blessing of Kofusachi, Embalming Fluid
    Recharged:
    Discard Pile:
    Buried Pile: Shinobi Shozoku,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +3
    Ranged: Dexterity +2
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Role Card:
    Favored Card: Weapon or card that has the Poison trait
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies: Light Armors Weapons
    X
    POWERS:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 (☐ or your Charisma skill) and the Poison trait to your combat check (☐ or your Acrobatics or Stealth check).
    You may evade your encounter. ([X] Then you may either examine the top card of your location deck or move.)

    [ ] [ ] [ ] What Resistance? Check a box that precedes this reward to treat a monster that is resistant to a trait as vulnerable to that trait.
    [ ] [ ] [ ] Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade.
    Tyrant of the Harrow reward: Additional Adventure Reward: Each player may choose one of their Adventure Card Society characters and add the promo card The Real Rabbit Prince to that character's deck box.

    Used Arueshalae's Gift. Thargrap gets The Real Rabbit Prince added to his discards.


    Hour is The Unicorn, my checks to acquire are blessed.

    Thargrap keeps hanging out at the Dungeons. He looks around and finds Evil Eye. Requesting a blessing from Alahazra since it'll recharge.
    Acane 6+2=8: 1d8 + 2 + 1d8 ⇒ (2) + 2 + (5) = 9 Defeated.

    Compass to explore again. Allying Dart. Using my blessing.
    Dexterity 7: 1d4 + 1d4 + 1d4 ⇒ (4) + (1) + (1) = 6 Baaah. I take a damage, which is my Soothing Word spell that I was planning to use before taking Fire damage. Sigh.

    End of turn, Infernal Healing gives me back The Real Rabbit Prince.

    Fire damage: 1d4 + 1 ⇒ (3) + 1 = 4 No cards in hand to lose.

    "

    Thargrap wrote:

    Hand: The Beating, Spiked Breastplate, Bleachling Lunatic, Benefaction,

    Displayed: Blood God Nulgreth, Infernal Healing (Loot),
    Deck: 4 Discard: 6 Buried: 4
    Hero Points: 0
    Decks used: Magus Class Deck, Smash Pack, Support Pack
    Paizo reroll used: YES
    NOTES:
    Available Support: Happy to use Soothing Word on someone.
    Movement: At the start of each scenario, I will discard a new Harrow blessing.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Real Rabbit Prince, Enhance, Priest of Asmodeus, Strength
    Recharged:
    Discard Pile: Abadar's Law, Gallivance, The Cricket, Bodyguard, Blessing of the Gods, Soothing Word,
    Buried Pile: Dogslicer, Rapier (Magus Deck), Brother of the Seal (1), Compass,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    "


    During This Adventure:

  • #=2 for banes, 1 for everything else

    During This Scenario:

  • Harrow is: Stars
  • Evidence is displayed!
  • Until Evidence is displayed, you may not move on your move step.
  • When you close your location, and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
  • Three Wildcards:
    DEADLY:
    When you suffer damage, it is increased by 1.
    ABLAZE:
    At the end of your turn, suffer 1d4-2 Fire damage.
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Setup:
    Set aside the barrier Brawl
    After building locations, shuffle Evidence into the Tenement, then reload Brawl into it.
    All characters start at the Tenement.

    Add 3 random wildcards (for Legendary mode)

    Story Banes:
    Danger: Each time you encounter the danger, randomly choose a new monster
    Villain: None
    Closing Henchmen: Brothers of the Seal - Proxy A

    Additional Rules: Story Bane Details

    Brother of the Seal (Closing Henchman, Proxy A):

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    Evidence (Story Objective, Found and Displayed):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Scenario Level (#): 1

    Turn: 9, Alahazra/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    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.

    Spoiler:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Spoiler:
    Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Spoiler:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

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

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

    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Spoiler:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    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.

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

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

    Spoiler:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff
    To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

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

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


    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Confusion
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Frozen Touch
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

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


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

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

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

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

    Items
    Spoiler:
    Holy Water
    CotCT
    Item 0
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 4
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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


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

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


    Spoiler:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

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

    Spoiler:
    Elixir of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Allies
    Spoiler:
    Snake
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

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

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

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

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

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

    Spoiler:
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

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

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

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

    Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.

    Current Hour:

    The Mountain Man:
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 1 Arueshalae/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 2 Reiko/dinketry:
    Spoiler:
    Hourglass Card 2 Reiko/dinketry
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 3 Thargrap/cartmanbeck
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 4 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Alahazra/Bigguyinblack
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 5 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 5 Arueshalae/skizzerz
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Reiko/dinketry:
    Spoiler:
    Hourglass Card 6 Reiko/dinketry
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 7 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 7 Thargrap/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 8 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Alahazra/Bigguyinblack
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 9 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 9 Arueshalae/skizzerz
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 10 Reiko/dinketry:
    Spoiler:
    Hourglass Card 10 Reiko/dinketry
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 11 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 11 Thargrap/cartmanbeck
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Alahazra/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 13 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 13 Arueshalae/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 14 Reiko/dinketry:
    Spoiler:
    Hourglass Card 14 Reiko/dinketry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 15 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 15 Thargrap/cartmanbeck
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 16 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Alahazra/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 17 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 17 Arueshalae/skizzerz
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 18 Reiko/dinketry:
    Spoiler:
    Hourglass Card 18 Reiko/dinketry
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 19 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 19 Thargrap/cartmanbeck
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 20 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Alahazra/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 21 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 21 Arueshalae/skizzerz
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

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

    Den Of Iniquity Card 1 (Treacherous Tunnels):
    Treacherous Tunnels
    CotCT
    Barrier 2
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
    Den Of Iniquity Card 2:
    Slick Leather
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * On your check to move, add 1d10.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Den Of Iniquity Card 3:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Den Of Iniquity Card 4:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Den Of Iniquity Card 5:
    Plague Mask
    CotCT
    Item 0
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft 4
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
    Den Of Iniquity Card 6:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Veteran
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Den Of Iniquity Card 7:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Den Of Iniquity Card 8:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Den Of Iniquity Card 9:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Den Of Iniquity Card 10:
    Priest of Pharasma
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Location #3: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Arueshalae/skizzerz, Thargrap/cartmanbeck, Alahazra/Bigguyinblack, None
    Dungeons Card 1:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.
    Dungeons Card 2:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.
    Dungeons Card 3:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
    Dungeons Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Dungeons Card 5:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Location #4: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Twisting Passages Card 1 (Symbol of Agony):
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    Twisting Passages Card 2:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Twisting Passages Card 3:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    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.
    Twisting Passages Card 4:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Twisting Passages Card 5:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Twisting Passages Card 6:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Twisting Passages Card 7:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Twisting Passages Card 8:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.
    Twisting Passages Card 9:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    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.
    Twisting Passages Card 10:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Ghost, Ghastly Runes
    Alley Card 1:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Alley Card 2:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Alley Card 3:
    Fox
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
    Alley Card 4:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Alley Card 5:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Alley Card 6:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Alley Card 7:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception
    To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.
    Alley Card 8:
    Remove Disease
    CotCT
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to remove the scourge Plagued from any number of local characters.

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


    Location #6: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Sands of the Hour):
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Cards Not In the Box Card 2 (Soothing Word):
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
    Cards Not In the Box Card 3 (The Paladin):
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Cards Not In the Box Card 4 (Leech):
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Cards Not In the Box Card 5 (Ring of Protection):
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.


  • deck handler Searching for:

    The Mountain Man: On your Strength or Constitution check, you may recharge a card to reroll.

    Cure (Core) Thargrap: 1d4 + 1 ⇒ (1) + 1 = 2

    Dungeons Card 1: Sage's Journal:

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

    knowledge 6: 1d6 + 2 ⇒ (2) + 2 = 4

    Recharge Bodyguard to prevent Hostile. Discard Sands of the Hour to examine next card: Horse and explore.

    Dungeons Card 2: Horse:

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

    charisma 3: 1d12 + 1 ⇒ (3) + 1 = 4

    Discard Horse to explore.

    Dungeons Card 3: Quivering Cube:

    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    Arueshalae discards Longbow.

    combat 12 +2 +4 casting Holy Javelin, aided by Longbow: 1d12 + 2d8 + 1d8 + 5 ⇒ (9) + (2, 8) + (5) + 5 = 29

    No cards left in hand for Ablaze.

    Alahazra ends their turn.

    Alahazra attempts to recover all cards in their Recovery pile.
    Cure (Core): Divine 8: 1d12 + 3 ⇒ (2) + 3 = 5 -> Cure (Core) discarded.
    Holy Javelin: Divine 10: 1d12 + 3 ⇒ (10) + 3 = 13 -> Holy Javelin recharged.

    Alahazra resets their hand.

    Alahazra wrote:

    Hand: Soothing Word, Blessing of the Spellbound 3, Blessing of Abraxas, Flame Staff (Core), Binder's Tome, The Theater, Divine Insight,

    Displayed:
    Deck: 6 Discard: 4 Buried: 0
    "Current Location: Dungeons
    Hero Points: 0"
    "NOTES:
    Available Support: Folio reroll: Used
    Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    The Theater: On any check, discard to bless, and non-blessing Harrow boons may be freely played.

    Blessing of Abraxas: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check.
    Movement: Move me to the Alley if my location closes.
    Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Blessing of the Spellbound 1, Holy Light (Core)
    Recharged: Blessing of the Spellbound 2, Bodyguard, Holy Javelin,
    Discard Pile: Cure, Sands of the Hour, Horse, Cure (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2 "
    "Divine Charisma +2"

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Divine
    POWERS:
    You may recharge a card that has the Divine trait to examine the top card of any location deck (☐ or the blessings deck or any character deck).
    At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
    If your combat check has the Attack trait, add 2 to it. (☐ You may also add the Fire trait.)

    Dungeons Card 2 acquired. Cards 1 and 3 banished.

    Arueshalae discards Longbow.

    Thargrap heals 2.


    Deck Handler // Tier 3.5 // 2 hero points

    Off-turn: display Gift and discard Longbow. Hour of the Hidden Truth. Start of turn: draw displayed Gift. Move to Alley, then recharge Compass to move to Dungeons and examine the top card: Henchman Proxy A2 (Brother of the Seal). Hour power heals me 1d4 - 1 ⇒ (3) - 1 = 2 cards because I examined a card: Blessing of Baalzebul and Grave Tender. Explore.

    Dungeons 4: Brother of the Seal. Reiko banishes Materialize to recovery to encounter it instead. There are two powers that happen before acting (henchman power and Materialize): sequence the henchman power first. Nobody else is local to Reiko right now, and Reiko automatically succeeds at her Acrobatics 6 check with 1d10+7. Then, Reiko moves to Dungeons before acting.

    Brother of the Seal (Closing Henchman, Proxy A):

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    I'll let Reiko take over the actual check since presumably the location will close and I can't do anything else after that anyway (if the location doesn't close then I'll explore again to clear out the last card and hopefully close it). Keep in mind that all local characters (aka everyone) may draw a card when Dungeons closes. I suggest that Reiko stick with Alahazra when moving after closing to hopefully heal one or both of those Cures in Alahazra's discards with Leech, and then move away on her turn to wherever she wants to go.

    Support-wise I have Arueshalae's Gift and The Paladin both available. I prefer to use The Paladin on a non-combat check against a bane so that it gets the extra 1d12+3, so prefer using other blessings first on combat checks to avoid that opportunity cost. Once I know what will happen I'll post a follow-up with the remainder of my turn (note: if Reiko closes the location my turn is over and Reiko can just take her own turn at the same time she posts the check against Brother of the Seal).

    Arueshalae finishes scouting the fringes of the alleyway that leads into the dungeons, and determines the shady figure that she spotted was a Brother of the Seal. With the brother staring her down, she notices Reiko in the shadows behind him and signals to her for a surprise strike.


    Reiko Deck Handler

    Off-turn: Materialize. BYA check against the henchman auto-SUCCESS! Move to Dungeons for combat.

    Inexplicably, Reiko hears the call of Arueshalae from the basement of a nearby building. Racing to the cellar door, the ninja kicks in the portal and tackles one of the skirmishing monks!

    Use Snakebite Dagger +1. Alahazra, could your reveal the Binder's Tome?

    Combat (17) Check, Materialize: 1d10 + 1 + 3 + 1d4 + 1 + 1d8 + 3 + 1d4 ⇒ (2) + 1 + 3 + (3) + 1 + (5) + 3 + (2) = 20 Awful rolls, but SUCCESS!

    Reiko knifes the monk in the back repeatedly. The monk yells out, stumbling away from the ninja before turning to reveal his pox-scarred face!

    Encounter random monster for closure: Plaguebearer!

    Plaguebearer:

    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    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.

    Aruey, would you discard The Paladin to bless this?

    BYA Fortitude (7) Check: 2d4 + 1d12 + 3 ⇒ (3, 4) + (3) + 3 = 13 SUCCESS!

    Combat (17) Check, Binder's Tome: 1d10 + 1 + 3 + 1d4 + 1 + 3 + 1d4 ⇒ (1) + 1 + 3 + (1) + 1 + 3 + (3) = 13 Hero Point reroll.
    Reroll: 1d10 + 1 + 3 + 1d4 + 1 + 3 + 1d4 ⇒ (7) + 1 + 3 + (3) + 1 + 3 + (2) = 20 SUCCESS! Draw a card: Blessing of Wadjet. Move to Alley with Alahazra.

    Everyone may draw a card on closure of Dungeons.

    With the aid of the demon warrior, Reiko avoids the plagued monk's clumsy counterstrike. The monk attempts one last attack while Reiko takes Praying-Mantis-as-a-Leaf pose, but before he can land a blow, the blood loss from the multiple stab wounds catches up to him and he collapses. The ninja efficiently ensures he will not rise from his fall.

    When Reiko looks up, only the oracle remains in the now-abandoned building. The ninja frowns beneath her mask, then retreats back to the alley from the basement passage, Alahazra at her heels.

    Would Alahazra discard Blessing of Abraxas to allow me a chance at recharging my spell, please?

    Recovery (9) Check: 3d4 ⇒ (2, 4, 3) = 9 Yay! Recharged.


    Reiko Deck Handler

    On-turn: the hour is Prayer. Display Leech next to the location to allow Alahazra to be healed.

    Leech Heal of Alahazra: 1d4 + 1 ⇒ (1) + 1 = 2 Growl.

    Reiko turns quickly and looks the oracle up and down.

    "You are hurt," the ninja bluntly pronounces, proffering a vial to the seemingly-blind ally. "This will prevent you from suffering more."

    Reiko then turns back, intent upon avoiding more fire, and slicing more monk throats.

    Free explore and encounter Brother of the Seal! As indicated by Aruey, this BYA check is an auto-success for Reiko, but Alahazra will need to complete it.

    Reiko's wishes are soon granted.

    Again, I will use my Snakebite Dagger and ask Alahazra to display her Binder's Tome.

    Combat (15) Check: 1d10 + 1 + 3 + 1d4 + 1 + 1d8 + 1d4 ⇒ (6) + 1 + 3 + (4) + 1 + (2) + (2) = 19 SUCCESS!

    A clumsy oaf of a monk, muscular in spite of his skill-less forms, charges at Reiko and the oracle. The ninja melds into shadow, holding her blade in Tiger-Claw-Between-the-Branches, allowing her foe to swing once, twice. When he counters on the oracle, Reiko strikes once and strikes true, the dagger buried to its hilt in the back of the monk's neck.

    Closure check: someone and acquire an ally - Snake.

    Snake:

    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Discard Blessing of Wadjet for this check to acquire.

    Wisdom (5) Check: 1d6 + 2d8 ⇒ (5) + (7, 1) = 13 SUCCESS! Location CLOSED! I'll give the Leech ally to Alahazra and move to the Den of Iniquity.

    Reiko checks over the body of the dead monk. Around his neck, he wears a strange talisman on a leather thong. Reiko frees it and gives it a shake - a dried rattlesnake tail, a curious keepsake. She considers it, then hands it to Alahazra.

    "You may have more need of this than me. Stay safe."

    And Reiko rushes off into the darkness.

    End turn.

    Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1 No damage. Reset hand.

    Reiko wrote:

    Hand: Snakebite Dagger, Snake , Blue Star, Scorpion Whip, Spiked Gauntlet, Ring of Protection,

    Displayed:
    Deck: 8 Discard: 1 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: I can help local combats with my dagger.
    Movement: Send me somewhere by myself if my location closes.
    Other: Paizo reroll: not used

    Deck, Discard, Buried:

    Reloaded: Galvanic Chakram +1, Kusarigama, Gem of Physical Prowess, Embalming Fluid, Daggermark Poisoner, Runewell's Echo,
    Middle of Deck (Unknown Order): Blessing of Kofusachi, Runewell's Echo, Galvanic Chakram +1, Kusarigama, Daggermark Poisoner, Embalming Fluid
    Recharged: Materialize,
    Discard Pile: Blessing of Wadjet,
    Buried Pile: Shinobi Shozoku,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +3
    Ranged: Dexterity +2
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Role Card:
    Favored Card: Weapon or card that has the Poison trait
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies: Light Armors Weapons
    X
    POWERS:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 (☐ or your Charisma skill) and the Poison trait to your combat check (☐ or your Acrobatics or Stealth check).
    You may evade your encounter. ([X] Then you may either examine the top card of your location deck or move.)

    [ ] [ ] [ ] What Resistance? Check a box that precedes this reward to treat a monster that is resistant to a trait as vulnerable to that trait.
    [ ] [ ] [ ] Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade.
    Tyrant of the Harrow reward: Additional Adventure Reward: Each player may choose one of their Adventure Card Society characters and add the promo card The Real Rabbit Prince to that
    character's deck box.


    deck handler Searching for:

    During Arueshalae's turn recharge Blessing of the Spellbound 3 to examine Alley Card 1. Henchman Proxy A5.

    heal due to hour: 1d4 - 1 ⇒ (3) - 1 = 2 The 2 allies obv.

    Discard Blessing of Abraxas for Reiko. Not healed by Leech but handed Leech.

    recharge Leech on self: 1d4 - 1 ⇒ (1) - 1 = 0

    Alahazra wrote:

    Hand: Soothing Word, Flame Staff (Core), Binder's Tome, The Theater, Divine Insight,

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

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    The Theater: On any check, discard to bless, and non-blessing Harrow boons may be freely played.

    Divine Insight: On any check to defeat a barrier, banish to add 2d6.
    Movement: Move me to the Alley if my location closes.
    Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bodyguard, Holy Javelin, Blessing of the Spellbound 2, Fire Snake, Blessing of the Spellbound 1, Blessing of the Spellbound 3, Sands of the Hour, Holy Light (Core), Horse
    Recharged: Leech,
    Discard Pile: Cure, Cure (Core), Blessing of Abraxas,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2 "
    "Divine Charisma +2"

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Divine
    POWERS:
    You may recharge a card that has the Divine trait to examine the top card of any location deck (☐ or the blessings deck or any character deck).
    At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
    If your combat check has the Attack trait, add 2 to it. (☐ You may also add the Fire trait.)


    Thargrap may draw a card and must choose where to go upon closing of the Dungeons - Den, Twisting Passages or Alley (and if chose Alley, move again). Alahazra has a BYA check to do from Reiko's Brother encounter.

    Brother of the Seal wrote:

    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    Alahazra then moves from the Alley. I made some choices, but feel free to re-clarify

    During This Adventure:

  • #=2 for banes, 1 for everything else

    During This Scenario:

  • Harrow is: Stars
  • Evidence is displayed!
  • Until Evidence is displayed, you may not move on your move step.
  • When you close your location, and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
  • Three Wildcards:
    DEADLY:
    When you suffer damage, it is increased by 1.
    ABLAZE:
    At the end of your turn, suffer 1d4-2 Fire damage.
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Setup:
    Set aside the barrier Brawl
    After building locations, shuffle Evidence into the Tenement, then reload Brawl into it.
    All characters start at the Tenement.

    Add 3 random wildcards (for Legendary mode)

    Story Banes:
    Danger: Each time you encounter the danger, randomly choose a new monster
    Villain: None
    Closing Henchmen: Brothers of the Seal - Proxy A

    Additional Rules: Story Bane Details

    Brother of the Seal (Closing Henchman, Proxy A):

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    Evidence (Story Objective, Found and Displayed):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Scenario Level (#): 1

    Turn: 12, Thargrap/cartmanbeck

    Random Cards:

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

    Spoiler:
    Vampiric Mist
    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.

    Spoiler:
    Brain Ooze
    Core
    Monster 2
    Traits:
    Mental
    Ooze
    To Defeat:
    Combat 12
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

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

    Spoiler:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Barriers
    Spoiler:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.

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

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

    Spoiler:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

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

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

    Spoiler:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff
    To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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

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


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

    Spoiler:
    Minor Harrowing
    CotCT
    Spell 1
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    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.


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

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


    Spoiler:
    Fiery Glare
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 7
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Armors
    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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

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

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

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

    Items
    Spoiler:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Spoiler:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

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

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

    Spoiler:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

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

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

    Spoiler:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

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

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

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

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

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Spoiler:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

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

    Hour Power: When you heal, you may heal an additional card.

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Alahazra/Bigguyinblack
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 2 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 2 Arueshalae/skizzerz
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 3 Reiko/dinketry:
    Spoiler:
    Hourglass Card 3 Reiko/dinketry
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 4 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 4 Thargrap/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 5 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Alahazra/Bigguyinblack
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 6 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 6 Arueshalae/skizzerz
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 7 Reiko/dinketry:
    Spoiler:
    Hourglass Card 7 Reiko/dinketry
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 8 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 8 Thargrap/cartmanbeck
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 9 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Alahazra/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 10 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 10 Arueshalae/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 11 Reiko/dinketry:
    Spoiler:
    Hourglass Card 11 Reiko/dinketry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 12 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 12 Thargrap/cartmanbeck
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 13 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Alahazra/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 14 Arueshalae/skizzerz
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 15 Reiko/dinketry:
    Spoiler:
    Hourglass Card 15 Reiko/dinketry
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 16 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 16 Thargrap/cartmanbeck
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 17 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Alahazra/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 18 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 18 Arueshalae/skizzerz
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

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

    Den Of Iniquity Card 1 (Treacherous Tunnels):
    Treacherous Tunnels
    CotCT
    Barrier 2
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
    Den Of Iniquity Card 2:
    Slick Leather
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * On your check to move, add 1d10.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Den Of Iniquity Card 3:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Den Of Iniquity Card 4:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Den Of Iniquity Card 5:
    Plague Mask
    CotCT
    Item 0
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft 4
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
    Den Of Iniquity Card 6:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Veteran
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Den Of Iniquity Card 7:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Den Of Iniquity Card 8:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Den Of Iniquity Card 9:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Den Of Iniquity Card 10:
    Priest of Pharasma
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Location #4: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Alahazra/Bigguyinblack, None
    Twisting Passages Card 1 (Symbol of Agony):
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    Twisting Passages Card 2:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Twisting Passages Card 3:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    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.
    Twisting Passages Card 4:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Twisting Passages Card 5:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Twisting Passages Card 6:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Twisting Passages Card 7:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Twisting Passages Card 8:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.
    Twisting Passages Card 9:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    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.
    Twisting Passages Card 10:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Sands of the Hour):
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Cards Not In the Box Card 2 (Soothing Word):
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
    Cards Not In the Box Card 3 (The Paladin):
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Cards Not In the Box Card 4 (Leech):
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Cards Not In the Box Card 5 (Ring of Protection):
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.


  • deck handler Searching for:

    Drew a card during Aurey's turn for closure of Dungeons: Holy Javelin.

    BYA constitution 4 +2 vs Brother of the Seal discarding The Theater to bless: 2d6 ⇒ (3, 2) = 5

    Discard Flame Staff (Core) and Divine Insight. Move to Den Of Iniquity on Ally close.


    Hour is Sarenrae's Light. NICE that means I'll heal 2 with Infernal Healing! :)
    Thargrap heads to the Twisting Passages and explores to find the Symbol of Agony. I'll bury The Beating and my Spiked Breastplate to bless twice.
    Arcane 9: 1d8 + 2 + 2d8 ⇒ (8) + 2 + (1, 2) = 13 Defeated.

    I'll play a bit conservative and end there. Infernal healing heals me 2 cards for just one bury.

    Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2

    "

    Thargrap wrote:

    Hand: Benefaction, Bleachling Lunatic, Priest of Asmodeus, The Real Rabbit Prince,

    Displayed: Blood God Nulgreth, Infernal Healing (Loot),
    Deck: 4 Discard: 3 Buried: 7
    Hero Points: 0
    Decks used: Magus Class Deck, Smash Pack, Support Pack
    Paizo reroll used: YES
    NOTES:
    Available Support: Happy to use Soothing Word on someone.
    Movement: At the start of each scenario, I will discard a new Harrow blessing.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Strength, Enhance, Gallivance, Soothing Word
    Recharged:
    Discard Pile: Abadar's Law, The Cricket, Bodyguard,
    Buried Pile: Dogslicer, Rapier (Magus Deck), Brother of the Seal (1), Compass, The Beating, Spiked Breastplate, Blessing of the Gods,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    "


    deck handler Searching for:

    Nethys's Duality: When this is the hour: On your check against a spell, add 1d4.

    Heal myself with Soothing Word. Hand Arueshalae Binder's Tome.

    Den Of Iniquity Card 1: Treacherous Tunnels:

    CotCT
    Barrier 2
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Arueshalae discards The Paladin and displays her gift next to Alahazra (Wisdom).

    wisdom 9 blessed by The Paladin, aided by Gift: 2d8 + 1d12 + 1d4 + 3 ⇒ (1, 1) + (11) + (1) + 3 = 17

    Recharge Holy Javelin to examine Den Of Iniquity Card 2, Slick Leather. No cards left in hand for Ablaze.

    Alahazra ends their turn.

    Alahazra attempts to recover all cards in their Recovery pile.
    Soothing Word: Divine 8: 1d12 + 1d4 + 1d4 + 3 ⇒ (8) + (4) + (2) + 3 = 17 -> Soothing Word recharged.

    Alahazra resets their hand.

    Alahazra wrote:

    Hand: Blessing of the Spellbound 1, Blessing of the Spellbound 3, Horse, Cure (Core), Leech, Holy Light (Core), Fire Snake,

    Displayed:
    Deck: 5 Discard: 5 Buried: 0
    "Current Location: Den Of Iniquity
    Hero Points: 0"
    "NOTES:
    Available Support: Folio reroll: Used
    Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
    Movement: Move me to Arueshalae if my location closes.
    Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bodyguard, Blessing of the Spellbound 2, Sands of the Hour
    Recharged: Holy Javelin, Soothing Word,
    Discard Pile: Cure, Blessing of Abraxas, The Theater, Flame Staff (Core), Divine Insight,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2 "
    "Divine Charisma +2"

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Divine
    POWERS:
    You may recharge a card that has the Divine trait to examine the top card of any location deck (☐ or the blessings deck or any character deck).
    At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
    If your combat check has the Attack trait, add 2 to it. (☐ You may also add the Fire trait.)

    Den Of Iniquity Card 1 banished. Card 2 examined: Slick Leather.

    Arueshalae handed Binder's Tome then discards The Paladin.


    Deck Handler // Tier 3.5 // 2 hero points

    Wrap-up from my turn, after the close move to Den of Iniquity and end turn. I reduce Fire damage by 3 so Ablaze does nothing.

    Arueshalae wrote:

    Hand: Corrosive Dagger +1, Staff of Minor Healing, Prayer, Heavy Crossbow, The Paladin, Arueshalae's Gift,

    Displayed: Full Plate,
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Den of Iniquity
    Hero Points: 0
    NOTES:
    Available Support: Use anything marked ""feel free to use"" without asking. Please use the Gift every round!
    Feel free to use:
    - Arueshalae's Gift: Display by you to add 1d4 to a base stat until the start of my next turn.
    - The Paladin: Discard to bless and additionally add 1d12+3 for a non-combat check against a bane.
    - Longbow: Freely discard to add 1d8 to a combat check.
    - Heavy Crossbow: Freely discard to add 1d8 to a distant combat check.
    Ask in Discord before using:
    - The Paladin: Discard to bless.
    Movement: Move with party if Den closes.
    Other: 7-1C: Playmat available, reroll used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Starknife, Blessing of Baalzebul, Grave Tender, Blessing of the Archdevils 1, Blessing of the Archdevils 2, Sword Cane, Desna's Freedom, Compass, Spyglass, Priest of Abadar, Helpful Haversack, Droogami, Chain Shirt
    Recharged:
    Discard Pile: Longbow,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3
    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☐+1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.


    deck handler Searching for:

    cure targeting myself at the start of aurey's turn: 1d4 + 1 ⇒ (4) + 1 = 5


    Deck Handler // Tier 3.5 // 2 hero points

    On Thargrap's turn, recharge Staff of Minor Healing to heal him 2. On Alahazra's turn, receive Binder's Tome, discard The Paladin, display my gift. On my turn, draw displayed gift, give Binder's Tome back to Alahazra, and explore.

    Den 2: Slick Leather. Choose to fail, take 2 combat damage from Hostile + Deadly. Draw displayed Full Plate to reduce by 2, then display it again. Discard Prayer to examine top card (Skeleton) and explore.

    Den 3: Skeleton. Reload Heavy Crossbow, freely discard Corrosive Dagger +1. Combat 10+2+2=14: 1d8 + 1d10 + 3 + 1d4 + 1 ⇒ (6) + (2) + 3 + (3) + 1 = 15 Defeated and banished. End turn.

    Arueshalae stops at a seedy locale to ask about the group's quarry and where he might be heading to. However, it seems that out-of-control undead is the order of the day here, as someone's charm falters and a skeleton begins attacking. It tears through its owner's slick leathers before Arueshalae can put it down for good.

    Arueshalae wrote:

    Hand: Starknife, Helpful Haversack, Blessing of the Archdevils 2, Heavy Crossbow, Compass, Arueshalae's Gift,

    Displayed: Full Plate,
    Deck: 10 Discard: 4 Buried: 0
    Current Location: Den of Iniquity
    Hero Points: 0
    NOTES:
    Available Support: Use anything marked ""feel free to use"" without asking. Please use the Gift every round!
    Feel free to use:
    - Arueshalae's Gift: Display by you to add 1d4 to a base stat until the start of my next turn.
    - Blessing of the Archdevils: Discard to bless.
    - Starknife: Freely recharge to add 1d4 to a local combat check.
    - Heavy Crossbow: Freely discard to add 1d8 to a distant combat check.
    Ask in Discord before using:
    - Starknife/Heavy Crossbow if the other has already been used; I prefer to keep a weapon in hand if possible.
    Movement: Move with party if Den closes.
    Other: 7-1C: Playmat available, reroll used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Shirt, Blessing of the Archdevils 1, Grave Tender, Droogami, Sword Cane, Spyglass, Priest of Abadar, Desna's Freedom, Blessing of Baalzebul
    Recharged: Staff of Minor Healing,
    Discard Pile: Longbow, The Paladin, Prayer, Corrosive Dagger +1,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3
    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☐+1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.


    deck handler Searching for:

    Alahazra attempts to recover all cards in their Recovery pile.
    Cure (Core): Divine 8: 1d12 + 1d4 + 3 ⇒ (1) + (1) + 3 = 5 -> Cure (Core) discarded.


    deck handler Searching for:

    The Paladin wasn't available so Alahazra would use Thargrap's Beefaction and fail. Holy Javelin would have been discarded to combat dmg. Alahazra is Dazed. To keep things simple I'll just put it in my discard pile now.

    moved to random location: 1d2 ⇒ 1

    Den Of Iniquity so no change there. Summon and encounter Goblin Marauder but no cards in hand so all that matters is the effect of failing the BYA.

    random effect only 3 matters: 1d4 ⇒ 2

    2 fire dmg and I had no cards in hand.


    Deck Handler // Tier 3.5 // 2 hero points

    May need to retcon Arue's explores since the barrier was undefeated. I'll roll 1d10 for the first explore; 1 = the barrier, anything else = the card I explored (since the rest of the location was effectively random, it might as well have been the card I encountered). Ditto with second explore, with a 1d9 assuming the first is banished (1 = the barrier, anything else = the card I explored). 1d10 ⇒ 9 1d9 ⇒ 4 We're good, no changes needed.


    During This Adventure:

  • #=2 for banes, 1 for everything else

    During This Scenario:

  • Harrow is: Stars
  • Evidence is displayed!
  • Until Evidence is displayed, you may not move on your move step.
  • When you close your location, and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
  • Three Wildcards:
    DEADLY:
    When you suffer damage, it is increased by 1.
    ABLAZE:
    At the end of your turn, suffer 1d4-2 Fire damage.
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Setup:
    Set aside the barrier Brawl
    After building locations, shuffle Evidence into the Tenement, then reload Brawl into it.
    All characters start at the Tenement.

    Add 3 random wildcards (for Legendary mode)

    Story Banes:
    Danger: Each time you encounter the danger, randomly choose a new monster
    Villain: None
    Closing Henchmen: Brothers of the Seal - Proxy A

    Additional Rules: Story Bane Details

    Brother of the Seal (Closing Henchman, Proxy A):

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    Evidence (Story Objective, Found and Displayed):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Scenario Level (#): 1

    Turn: 15, Reiko/dinketry

    Random Cards:

    Monsters
    Spoiler:
    Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Spoiler:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    Spoiler:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

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

    Spoiler:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

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

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

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

    Spoiler:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    Trigger
    To Defeat:
    ArcaneDivinePerception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

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

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

    Spoiler:
    Elven Curve Blade
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

    Spells
    Spoiler:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    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.

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

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

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


    Spoiler:
    Viper Strike
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Poison
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

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

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


    Armors
    Spoiler:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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

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

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

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

    Items
    Spoiler:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

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

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

    Spoiler:
    Holy Water
    CotCT
    Item 0
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 4
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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


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

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

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

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

    Spoiler:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct
    To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Spoiler:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Blessings
    Spoiler:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.

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

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

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Hour Power: On your check against an Outsider card, add 1d4.

    Current Hour:

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

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 1 Thargrap/cartmanbeck
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 2 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Alahazra/Bigguyinblack
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 3 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 3 Arueshalae/skizzerz
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 4 Reiko/dinketry:
    Spoiler:
    Hourglass Card 4 Reiko/dinketry
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 5 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 5 Thargrap/cartmanbeck
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 6 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Alahazra/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 7 Arueshalae/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Reiko/dinketry:
    Spoiler:
    Hourglass Card 8 Reiko/dinketry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 9 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 9 Thargrap/cartmanbeck
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 10 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Alahazra/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 11 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 11 Arueshalae/skizzerz
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 12 Reiko/dinketry:
    Spoiler:
    Hourglass Card 12 Reiko/dinketry
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 13 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 13 Thargrap/cartmanbeck
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 14 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Alahazra/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 15 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 15 Arueshalae/skizzerz
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Arueshalae/skizzerz, Reiko/dinketry, Alahazra/Bigguyinblack, Treacherous Tunnels

    Den Of Iniquity Card 1:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Den Of Iniquity Card 2:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Den Of Iniquity Card 3:
    Treacherous Tunnels
    CotCT
    Barrier 2
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
    Den Of Iniquity Card 4:
    Plague Mask
    CotCT
    Item 0
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft 4
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
    Den Of Iniquity Card 5:
    Priest of Pharasma
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
    Den Of Iniquity Card 6:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Veteran
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Den Of Iniquity Card 7:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Den Of Iniquity Card 8:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Location #4: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Thargrap/cartmanbeck, None
    Twisting Passages Card 1:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Twisting Passages Card 2:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    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.
    Twisting Passages Card 3:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Twisting Passages Card 4:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Twisting Passages Card 5:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Twisting Passages Card 6:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Twisting Passages Card 7:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.
    Twisting Passages Card 8:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    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.
    Twisting Passages Card 9:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Sands of the Hour):
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Cards Not In the Box Card 2 (Soothing Word):
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
    Cards Not In the Box Card 3 (The Paladin):
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Cards Not In the Box Card 4 (Leech):
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Cards Not In the Box Card 5 (Ring of Protection):
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.


  • Reiko Deck Handler

    The hour is Iomedae's Justice.

    Reiko roughly pulls open the door to the Pesh Pot, a seedy bar known for catering to those with exotic tastes - a likely place for her quarry. She makes little move to mask her disgust as she marches to the scowling bartender behind the counter.

    Explore and encounter Frog. Could I have Arueshalae's Gift please? I'll put it on Wisdom.

    Wisdom (4) Check: 1d6 + 1d4 ⇒ (3) + (2) = 5 SUCCESS! Discard Snake to explore again: Brother of the Seal (Henchman)!

    "Hey! A sharp voice croaks out of one of the dark corners of the tavern as Reiko advances. Her sixth sense tingling, the ninja doesn't turn but drops to the floor into Hedgehog-Sees-the-Dog, rolling out of the way as a chair propels into the front of the bar, splintering into shards. The ninja comes out of the roll with the tip of her dagger in between her fingers as another robed thug runs her way.

    BYA Acrobatics (6) Check: 1d10 + 1 + 3 ⇒ (9) + 1 + 3 = 13 SUCCESS!
    Who else needs to do the BYA check?: 1d2 ⇒ 1 Alahazra

    Use and recharge Snakebite Dagger.

    Combat (15) Check: 1d10 + 1 + 3 + 1d4 + 1 + 1d8 + 1d4 ⇒ (10) + 1 + 3 + (4) + 1 + (4) + (3) = 26 SUCCESS!

    The dagger flies end over end, burying itself to the hilt in the monk's throat. The thug pitches over and begins to pool blood onto the tavern floor.

    "You'll pay for that!" threatens the barkeep as he and some of the other patrons advance on Reiko. In response, the ninja tosses a vial of blue star onto the floor with a crash of glass. Coughing and wheezing in the noxious clouds, the angry crowd fails to notice Reiko escaping into the back store rooms of the tavern, searching for the merchant Mubb.

    Bury Blue Star to close the location; upon closure, banish Frog to draw Blue Star back from buried cards. Move to Twisting Passages. End turn.

    Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1 No damage taken. Reset hand, displaying Blue Star to increase hand size by 1.

    Reiko wrote:

    Hand: Blue Star, Galvanic Chakram +1, Kusarigama, Scorpion Whip, Spiked Gauntlet, Ring of Protection,

    Displayed:
    Deck: 7 Discard: 2 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: None
    Movement: Moot
    Other: Paizo reroll: not used

    Deck, Discard, Buried:

    Reloaded: Gem of Physical Prowess, Embalming Fluid, Daggermark Poisoner, Blessing of Kofusachi, Runewell's Echo,
    Middle of Deck (Unknown Order): Runewell's Echo, Embalming Fluid, Blessing of Kofusachi, Daggermark Poisoner, Gem of Physical Prowess
    Recharged: Materialize, Snakebite Dagger,
    Discard Pile: Blessing of Wadjet, Snake ,
    Buried Pile: Shinobi Shozoku,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +3
    Ranged: Dexterity +2
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Role Card:
    Favored Card: Weapon or card that has the Poison trait
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies: Light Armors Weapons
    X
    POWERS:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 (☐ or your Charisma skill) and the Poison trait to your combat check (☐ or your Acrobatics or Stealth check).
    You may evade your encounter. ([X] Then you may either examine the top card of your location deck or move.)

    [ ] [ ] [ ] What Resistance? Check a box that precedes this reward to treat a monster that is resistant to a trait as vulnerable to that trait.
    [ ] [ ] [ ] Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade.
    Tyrant of the Harrow reward: Additional Adventure Reward: Each player may choose one of their Adventure Card Society characters and add the promo card The Real Rabbit Prince to that
    character's deck box.


    deck handler Searching for:

    BYA acrobatics 4 +2 vs Brother of the Seal casting Fire Snake, revealing Binder's Tome: 1d12 + 1d4 + 3 ⇒ (12) + (2) + 3 = 17

    Alahazra attempts to recover all cards in their Recovery pile.
    Fire Snake: Divine 8: 1d12 + 1d4 + 3 ⇒ (4) + (4) + 3 = 11 -> Fire Snake recharged.


    Hour is The Eclipse. Let's hope I don't hit any Wisdom or Intelligence checks, since they'll be 3 harder.

    Explore the Twisting Passages to find a Guard Dog. I summon and encounter a Basilisk.

    Banish Brother of the Seal on the Fortitude check.
    Fortitude 8: 1d8 + 2 + 1d4 + 1 ⇒ (6) + 2 + (3) + 1 = 12
    Using The Real Rabbit Prince on the combat. He discards into random character: 1d3 ⇒ 3 Reiko Also banish my Dogslicer for 1d4.
    Combat 12: 1d10 + 3 + 1d4 + 1d10 ⇒ (2) + 3 + (3) + (5) = 13 Phew! Defeated. I bury the Guard Dog.

    Gonna play it safe and stop there, since we have 15 turns left. Bury Bodyguard to heal Abadar's Law with Infernal Healing.

    fire: 1d4 - 2 ⇒ (2) - 2 = 0 Nice. I don't suffer damage so it's not increased by 1.

    "

    Thargrap wrote:

    Hand: Enhance, Bleachling Lunatic, Priest of Asmodeus, Soothing Word,

    Displayed: Blood God Nulgreth, Infernal Healing (Loot),
    Deck: 3 Discard: 2 Buried: 7
    Hero Points: 0
    Decks used: Magus Class Deck, Smash Pack, Support Pack
    Paizo reroll used: YES
    NOTES:
    Available Support: Happy to use Soothing Word on someone.
    Movement: At the start of each scenario, I will discard a new Harrow blessing.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Strength, Abadar's Law, Gallivance
    Recharged:
    Discard Pile: Benefaction, The Cricket,
    Buried Pile: Guard Dog (0), Rapier (Magus Deck), Bodyguard, Compass, The Beating, Spiked Breastplate, Blessing of the Gods,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    "


    deck handler Searching for:

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

    Pass Binder's Tome to Arueshalae.

    Twisting Passages Card 2: Compass:

    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    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.

    wisdom 4 aided by the hour: 2d8 ⇒ (8, 4) = 12

    leech myself: 1d4 - 1 ⇒ (4) - 1 = 3

    End turn. Dazed: Shuffle hand into deck, Remove Dazed. Ablaze: No cards in hand.

    Alahazra wrote:

    Hand: Leech, Blessing of the Spellbound 3, Cure (Core), Horse, Fire Snake, Holy Light (Core), Blessing of Abraxas,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Current Location: Twisting Passages
    Hero Points: 0"
    "NOTES:
    Available Support: Folio reroll: Used
    Blessings are available for use.

    Blessing of Abraxas: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
    Movement: Move me to Arueshalae if my location closes.
    Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bodyguard, Holy Javelin, Compass, Flame Staff (Core), Blessing of the Spellbound 2, Cure, Sands of the Hour, Soothing Word, The Theater, Blessing of the Spellbound 1, Divine Insight
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2 "
    "Divine Charisma +2"

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Divine
    POWERS:
    You may recharge a card that has the Divine trait to examine the top card of any location deck (☐ or the blessings deck or any character deck).
    At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
    If your combat check has the Attack trait, add 2 to it. (☐ You may also add the Fire trait.)

    Twisting Passages card 2 acquired.

    Handed Binder's Tome to Arueshalae.


    During This Adventure:

  • #=2 for banes, 1 for everything else

    During This Scenario:

  • Harrow is: Stars
  • Evidence is displayed!
  • Until Evidence is displayed, you may not move on your move step.
  • When you close your location, and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
  • Three Wildcards:
    DEADLY:
    When you suffer damage, it is increased by 1.
    ABLAZE:
    At the end of your turn, suffer 1d4-2 Fire damage.
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Setup:
    Set aside the barrier Brawl
    After building locations, shuffle Evidence into the Tenement, then reload Brawl into it.
    All characters start at the Tenement.

    Add 3 random wildcards (for Legendary mode)

    Story Banes:
    Danger: Each time you encounter the danger, randomly choose a new monster
    Villain: None
    Closing Henchmen: Brothers of the Seal - Proxy A

    Additional Rules: Story Bane Details

    Brother of the Seal (Closing Henchman, Proxy A):

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    Evidence (Story Objective, Found and Displayed):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Scenario Level (#): 1

    Turn: 18, Arueshalae/skizzerz

    Random Cards:

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

    Spoiler:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

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

    Spoiler:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

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

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

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

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

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

    Spoiler:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

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

    Spoiler:
    Scythe
    CotCT
    Weapon 0
    Traits:
    2-Handed
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

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

    Spoiler:
    Shortbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 5
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character's combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

    Spoiler:
    Viper Strike
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Poison
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

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

    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

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

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

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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

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

    Spoiler:
    Holy Water
    CotCT
    Item 0
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 4
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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


    Spoiler:
    Spider Venom
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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

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

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


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

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

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

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

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

    Spoiler:
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.

    Spoiler:
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

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

    Spoiler:
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Hour Power: The first time you discard cards as damage this turn, recharge 1 of them instead.

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Reiko/dinketry:
    Spoiler:
    Hourglass Card 1 Reiko/dinketry
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 2 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 2 Thargrap/cartmanbeck
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Alahazra/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 4 Arueshalae/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 5 Reiko/dinketry:
    Spoiler:
    Hourglass Card 5 Reiko/dinketry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 6 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 6 Thargrap/cartmanbeck
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 7 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Alahazra/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 8 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 8 Arueshalae/skizzerz
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 9 Reiko/dinketry:
    Spoiler:
    Hourglass Card 9 Reiko/dinketry
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 10 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 10 Thargrap/cartmanbeck
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 11 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Alahazra/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 12 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 12 Arueshalae/skizzerz
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Location #4: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Arueshalae/skizzerz, Reiko/dinketry, Thargrap/cartmanbeck, Alahazra/Bigguyinblack, None

    Twisting Passages Card 1:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Twisting Passages Card 2:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Twisting Passages Card 3:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Twisting Passages Card 4:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Twisting Passages Card 5:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.
    Twisting Passages Card 6:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    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.
    Twisting Passages Card 7:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Guard Dog):
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Cards Not In the Box Card 2 (Sands of the Hour):
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Cards Not In the Box Card 3 (Soothing Word):
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
    Cards Not In the Box Card 4 (The Paladin):
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Cards Not In the Box Card 5 (Leech):
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Cards Not In the Box Card 6 (Ring of Protection):
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.


  • Deck Handler // Tier 3.5 // 2 hero points

    Off-turn: display Gift, receive Binder's Tome. Hour of The Brass Dwarf. Draw my displayed Gift, Helpful Haversack reveals Blessing of the Archdevils on top of my deck. Discard the Haversack to draw the blessing. Give Binder's Tome back to Alahazra.

    Twisted Passages 1: The Cyclone. Recharge one of my Blessing of the Archdevils to bless. Strength 5: 2d6 ⇒ (5, 4) = 9 Acquired. Discard Compass to explore.

    Twisted Passages 2: Rat Swarm. Reload Heavy Crossbow. Combat 9 (13): 1d8 + 1d10 + 3 ⇒ (7) + (1) + 3 = 11 Annoying, but it was only a 50% chance to banish for good. Rat Swarm shuffles back into the location. Discard my other Blessing of the Archdevils to explore.

    Twisted Passages 1d6 + 1 ⇒ (4) + 1 = 5: Vampire Spawn. Reveal and freely recharge Starknife. Discard The Cyclone to bless. Combat 15: 2d8 + 2d4 + 3 ⇒ (4, 8) + (4, 4) + 3 = 23 Defeated and banished.

    Ending turn, Ablaze can't damage me.

    The group has tracked down the location of the shady merchant to some twisting alleyways. These dingy passageways are home to all manner of vermin, and it appears there is some vampire activity in the area as well given the presence of one of its spawn.

    Arueshalae wrote:

    Hand: Heavy Crossbow, Desna's Freedom, Droogami, Sword Cane, Blessing of Baalzebul, Arueshalae's Gift,

    Displayed: Full Plate,
    Deck: 7 Discard: 8 Buried: 0
    Current Location: Twisting Passages
    Hero Points: 0
    NOTES:
    Available Support: Use anything marked ""feel free to use"" without asking. Please use the Gift every round!
    Feel free to use:
    - Arueshalae's Gift: Display by you to add 1d4 to a base stat until the start of my next turn.
    - Blessing of Baalzebul: Discard to bless, bless twice if it is not a check to acquire or defeat (e.g. a before acting check).
    - Desna's Freedom: Discard to bless, recharge if it's a check against a barrier.
    - Droogami: Recharge to add 1d4 to local combat or Survival.
    Ask in Discord before using:
    - N/A
    Movement: N/A
    Other: 7-1C: Playmat available, reroll used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Grave Tender, Spyglass, Chain Shirt, Priest of Abadar
    Recharged: Staff of Minor Healing, Blessing of the Archdevils 1, Starknife,
    Discard Pile: Longbow, The Paladin, Prayer, Corrosive Dagger +1, Helpful Haversack, Compass, Blessing of the Archdevils 2, The Cyclone,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3
    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☐+1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

    Twisted Passages 1 acquired
    Twisted Passages 5 banished
    Twisted Passages is shuffled


    Deck Handler // Tier 3.5 // 2 hero points

    Retcon: Alahazra reveals Binder's Tome on the Rat Swarm check, adding another 1d4 ⇒ 3. Total is now 14, which is enough to banish Rat Swarm for good (where by "banished" I mean "fed to Nulgreth" -- same with the Vampire Spawn).


    During This Adventure:

  • #=2 for banes, 1 for everything else

    During This Scenario:

  • Harrow is: Stars
  • Evidence is displayed!
  • Until Evidence is displayed, you may not move on your move step.
  • When you close your location, and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
  • Three Wildcards:
    DEADLY:
    When you suffer damage, it is increased by 1.
    ABLAZE:
    At the end of your turn, suffer 1d4-2 Fire damage.
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Setup:
    Set aside the barrier Brawl
    After building locations, shuffle Evidence into the Tenement, then reload Brawl into it.
    All characters start at the Tenement.

    Add 3 random wildcards (for Legendary mode)

    Story Banes:
    Danger: Each time you encounter the danger, randomly choose a new monster
    Villain: None
    Closing Henchmen: Brothers of the Seal - Proxy A

    Additional Rules: Story Bane Details

    Brother of the Seal (Closing Henchman, Proxy A):

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    Evidence (Story Objective, Found and Displayed):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Scenario Level (#): 1

    Turn: 19, Reiko/dinketry

    Random Cards:

    Monsters
    Spoiler:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

    Spoiler:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    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.

    Spoiler:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

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

    Spoiler:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    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.

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

    Spoiler:
    Cryptic Message
    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

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

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

    Spoiler:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

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

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

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

    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

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

    Spells
    Spoiler:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

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


    Spoiler:
    Locate Object
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

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

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

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


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

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


    Armors
    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

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

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

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    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.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

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

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

    Spoiler:
    Horn of Battle Clarity
    CotCT
    Item 0
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Melee
    Ranged 6
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

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

    Allies
    Spoiler:
    Priest of Abadar
    CotCT
    Ally 1
    Traits:
    Cleric
    Halfling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Bury A Boon 0
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Spoiler:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal
    To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.

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

    Spoiler:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

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

    Blessings
    Spoiler:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

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

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

    Spoiler:
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

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

    Hour Power: Your Knowledge check is blessed.

    Current Hour:

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

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 1 Thargrap/cartmanbeck
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Alahazra/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 3 Arueshalae/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 4 Reiko/dinketry:
    Spoiler:
    Hourglass Card 4 Reiko/dinketry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 5 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 5 Thargrap/cartmanbeck
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 6 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Alahazra/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 7 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 7 Arueshalae/skizzerz
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 8 Reiko/dinketry:
    Spoiler:
    Hourglass Card 8 Reiko/dinketry
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 9 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 9 Thargrap/cartmanbeck
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 10 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Alahazra/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 11 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 11 Arueshalae/skizzerz
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Location #4: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Arueshalae/skizzerz, Reiko/dinketry, Thargrap/cartmanbeck, Alahazra/Bigguyinblack, None

    Twisting Passages Card 1:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Twisting Passages Card 2:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    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.
    Twisting Passages Card 3:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Twisting Passages Card 4:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Guard Dog):
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Cards Not In the Box Card 2 (Sands of the Hour):
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Cards Not In the Box Card 3 (Soothing Word):
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
    Cards Not In the Box Card 4 (The Paladin):
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Cards Not In the Box Card 5 (Leech):
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Cards Not In the Box Card 6 (Ring of Protection):
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.


  • Reiko Deck Handler

    The hour is The Queen Mother.

    Mubb is somewhere in these back chambers - who knew this dingy watering hole had such twisting passages? What could they be for?

    Reiko stalks the labyrinthine halls, opening door upon door to disused, vacant rooms. Suddenly, she hears something behind a nearby door. Affixing her mask in position, she silently pads into position.

    Explore and encounter Concealed Hatch. Would Arueshalae please discard recharge Desna's Freedom for this first check?

    Intelligence (5) Check: 2d6 ⇒ (1, 5) = 6 SUCCESS! No increase in DC. Can I also use Arueshalae's Gift please? I'll use it on Strength.

    Strength (5) Check: 1d6 + 1d4 ⇒ (1) + (1) = 2 Ugh. I'll use my Paizo reroll on that 1d6.
    Reroll: 1d6 ⇒ 6 + 1 = SUCCESS! No further ability to explore. End turn.

    A clunk, followed by voices, comes from behind a neglected-appearing door. The ninja looks over the door, then looks again - there appears to be no way to open the door. Reiko runs her fingers lightly over the stout wood, finding a hidden clasp.

    And it's stuck. With a sigh, Reiko leverages her weight, finally succeeding in opening the latch with a clunk of her own. The voices silence.

    So much for subtlety.

    Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1 Add another damage for Deadly. Discard Spiked Gauntlet and reveal Ring of Protection. Reset hand.

    Reiko wrote:

    Hand: Blue Star, Galvanic Chakram +1, Kusarigama, Scorpion Whip, Embalming Fluid, Ring of Protection,

    Displayed:
    Deck: 6 Discard: 4 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: None
    Movement: Moot
    Other: Paizo reroll: USED

    Deck, Discard, Buried:

    Reloaded: Gem of Physical Prowess, Daggermark Poisoner, Blessing of Kofusachi, Runewell's Echo,
    Middle of Deck (Unknown Order): Runewell's Echo, Gem of Physical Prowess, Daggermark Poisoner, Blessing of Kofusachi
    Recharged: Materialize, Snakebite Dagger,
    Discard Pile: Blessing of Wadjet, Snake , The Real Rabbit Prince, Spiked Gauntlet,
    Buried Pile: Shinobi Shozoku,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dexterity +3
    Ranged: Dexterity +2
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Role Card:
    Favored Card: Weapon or card that has the Poison trait
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies: Light Armors Weapons
    X
    POWERS:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 (☐ or your Charisma skill) and the Poison trait to your combat check (☐ or your Acrobatics or Stealth check).
    You may evade your encounter. ([X] Then you may either examine the top card of your location deck or move.)

    [ ] [ ] [ ] What Resistance? Check a box that precedes this reward to treat a monster that is resistant to a trait as vulnerable to that trait.
    [ ] [ ] [ ] Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade.

    Tyrant of the Harrow reward: Additional Adventure Reward: Each player may choose one of their Adventure Card Society characters and add the promo card The Real Rabbit Prince to that
    character's deck box.


    Hour is Prayer. No effect.

    Explore to find Troubadour. Request a reveal of Binder's Tome from Alahazra.
    Charisma 4: 1d8 + 1d4 ⇒ (4) + (2) = 6 Acquired.

    Discard Troubadour to explore again. Cold Iron Greatsword. I'll cast Enhance on my Strength and banish my Guard Dog to add 1d4 here.
    Melee 11: 1d10 + 3 + 1d4 + 2 ⇒ (2) + 3 + (1) + 2 = 8 Dangit! I take 1+1=2 damage. I'll discard both my allies there, I guess, and I'll end there.

    Casting Soothing Word on myself to heal a card, then use Infernal Healing.

    recharge Enhance: 1d8 + 2 ⇒ (2) + 2 = 4 Discarded.
    recharge Soothing Word: 1d8 + 2 ⇒ (7) + 2 = 9 Recharged.

    fire: 1d4 - 2 ⇒ (1) - 2 = -1 None.

    "

    Thargrap wrote:

    Hand: The Cricket, Benefaction, Gallivance, Abadar's Law,

    Displayed: Blood God Nulgreth, Infernal Healing (Loot),
    Deck: 2 Discard: 3 Buried: 7
    Hero Points: 0
    Decks used: Magus Class Deck, Smash Pack, Support Pack
    Paizo reroll used: YES
    NOTES:
    Available Support: Happy to use Soothing Word on someone.
    Movement: At the start of each scenario, I will discard a new Harrow blessing.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Strength
    Recharged: Soothing Word,
    Discard Pile: Enhance, Bleachling Lunatic, Priest of Asmodeus,
    Buried Pile: Troubadour, Rapier (Magus Deck), Bodyguard, Compass, The Beating, Spiked Breastplate, Blessing of the Gods,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    "


    deck handler Searching for:

    Incitation: No effect.

    Hand Binder's Tome to Arueshalae.

    Twisting Passages Card 3: Cold Iron Greatsword:

    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Thargrap recharges Abadar's Law.

    strength 11 casting Fire Snake, aided by Binder's Tome, blessed by Abadar's Law: 2d12 + 1d4 + 3 ⇒ (11, 9) + (1) + 3 = 24

    Discard Horse to explore.

    Twisting Passages Card 4: Henchman Proxy A1/Brother of the Seal:

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    random other local character 1. Arueshalae/skizzerz 2. Reiko/dinketry 3. Thargrap/cartmanbeck: 1d3 ⇒ 3

    Thargrap must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage.

    constitution 4 +2 aided by Horse, discarding Blessing of the Spellbound 3 to bless: 2d6 + 1d4 ⇒ (5, 1) + (4) = 10

    combat 11 +2 +2 casting Holy Light, aided by Binder's Tome, discarding Blessing of Abraxas to bless twice: 3d12 + 2d6 + 1d4 + 5 ⇒ (2, 5, 1) + (6, 5) + (2) + 5 = 26

    Arueshalae discards Blessing of Baalzebul.

    wisdom 5 +1 to close blessed twice by Blessing of Baalzebul: 3d8 ⇒ (1, 1, 1) = 3

    Well that happened.

    cure targeting Thargrap: 1d4 + 1 ⇒ (3) + 1 = 4

    leech self: 1d4 - 1 ⇒ (1) - 1 = 0

    ablaze + deadly: 1d4 - 2 + 1 ⇒ (2) - 2 + 1 = 1

    Discard Cold Iron Greatsword.

    Alahazra ends their turn.

    Alahazra attempts to recover all cards in their Recovery pile.
    Fire Snake: Divine 8: 1d12 + 1d4 + 3 ⇒ (8) + (2) + 3 = 13 -> Fire Snake recharged discarded.
    Holy Light (Core): Divine 10: 1d12 + 1d4 + 3 ⇒ (1) + (3) + 3 = 7 -> Holy Light (Core) recharged discarded.
    Cure (Core): Divine 8: 1d12 + 1d4 + 3 ⇒ (5) + (2) + 3 = 10 -> Cure (Core) recharged discarded.

    Alahazra resets their hand.

    Alahazra wrote:

    Hand: Cure, Compass, Sands of the Hour, Blessing of the Spellbound 1, Flame Staff (Core), Soothing Word, Divine Insight,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    "Current Location: Twisting Passages
    Hero Points: 0"
    "NOTES:
    Available Support: Folio reroll: Used
    Blessings are available for use.

    Sands of the Hour: On any check using a skill listed in the hour’s check to acquire, recharge to bless.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
    Movement: Move me to Arueshalae if my location closes.
    Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Theater, Bodyguard, Blessing of the Spellbound 2, Holy Javelin
    Recharged: Leech, Fire Snake, Cure (Core),
    Discard Pile: Horse, Blessing of the Spellbound 3, Blessing of Abraxas, Cold Iron Greatsword, Holy Light (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2 "
    "Divine Charisma +2"

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Divine
    POWERS:
    You may recharge a card that has the Divine trait to examine the top card of any location deck (☐ or the blessings deck or any character deck).
    At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
    If your combat check has the Attack trait, add 2 to it. (☐ You may also add the Fire trait.)

    Twisting Passages card 3 acquired. Card 4 banished.

    Arueshalae handed Binder's Tome. Discards Blessing of Baalzebul.

    Thargrap recharges Abadar's Law. Then must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. Then is healed for 4.


    Alaahzra explored a card that was already banished. Knowing the only card in deck was the henchman, her turn would have gone differently. Resetting to just before Alahazra's turn.

    During This Adventure:

  • #=2 for banes, 1 for everything else

    During This Scenario:

  • Harrow is: Stars
  • Evidence is displayed!
  • Until Evidence is displayed, you may not move on your move step.
  • When you close your location, and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
  • Three Wildcards:
    DEADLY:
    When you suffer damage, it is increased by 1.
    ABLAZE:
    At the end of your turn, suffer 1d4-2 Fire damage.
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Setup:
    Set aside the barrier Brawl
    After building locations, shuffle Evidence into the Tenement, then reload Brawl into it.
    All characters start at the Tenement.

    Add 3 random wildcards (for Legendary mode)

    Story Banes:
    Danger: Each time you encounter the danger, randomly choose a new monster
    Villain: None
    Closing Henchmen: Brothers of the Seal - Proxy A

    Additional Rules: Story Bane Details

    Brother of the Seal (Closing Henchman, Proxy A):

    Story Bane
    Type: Monster
    Traits: Human Monk Veteran
    To Defeat: Combat 11+##
    Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

    Evidence (Story Objective, Found and Displayed):

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Scenario Level (#): 1

    Turn: 21, Alahazra/Bigguyinblack

    Random Cards:

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

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

    Spoiler:
    Geist
    CotCT
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    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.

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

    Spoiler:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

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

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

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

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

    Spoiler:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Weapons
    Spoiler:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

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

    Spoiler:
    Elven Curve Blade
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spoiler:
    Light Crossbow
    Core
    Weapon 0
    Traits:
    Bow
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Spells
    Spoiler:
    Viper Strike
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Poison
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spoiler:
    Fiery Glare
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 7
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

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

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


    Spoiler:
    Levitate
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 6
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

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

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


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

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

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Items
    Spoiler:
    Holy Water
    CotCT
    Item 0
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 4
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

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


    Spoiler:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

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

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

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

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

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


    Spoiler:
    Priest of Abadar
    CotCT
    Ally 1
    Traits:
    Cleric
    Halfling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Bury A Boon 0
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Spoiler:
    Dog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Spoiler:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling
    To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

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

    Blessings
    Spoiler:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

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

    Spoiler:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.

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

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 9

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 1 Arueshalae/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Reiko/dinketry:
    Spoiler:
    Hourglass Card 2 Reiko/dinketry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 3 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 3 Thargrap/cartmanbeck
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 4 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Alahazra/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 5 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 5 Arueshalae/skizzerz
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 6 Reiko/dinketry:
    Spoiler:
    Hourglass Card 6 Reiko/dinketry
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 7 Thargrap/cartmanbeck:
    Spoiler:
    Hourglass Card 7 Thargrap/cartmanbeck
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 8 Alahazra/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Alahazra/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 9 Arueshalae/skizzerz:
    Spoiler:
    Hourglass Card 9 Arueshalae/skizzerz
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Location #4: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Arueshalae/skizzerz, Reiko/dinketry, Thargrap/cartmanbeck, Alahazra/Bigguyinblack, None

    Twisting Passages Card 1:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Guard Dog):
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Cards Not In the Box Card 2 (Sands of the Hour):
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Cards Not In the Box Card 3 (Soothing Word):
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
    Cards Not In the Box Card 4 (The Paladin):
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Cards Not In the Box Card 5 (Leech):
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Cards Not In the Box Card 6 (Ring of Protection):
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.


  • Deck Handler // Tier 3.5 // 2 hero points

    Per discussion in discord, Alahazra would not have explored the Cold Iron Greatsword, meaning Thargrap does not recharge Abadar's Law. Alahazra would skip her free explore and use Horse to explore into henchman for the bonus d4. Then because the close check failed, she'd discard Leech instead of using it to heal due to Hostile + Deadly. Therefore, no meaningful changes to the above post are needed and I can take my turn.

    Off-turn: display Gift, receive Binder's Tome, recharge Desna's Freedom, discard Blessing of Baalzebul. Sands of the Hour, use playmat power at start of turn to discard Sword Cane and draw Priest of Abadar. Not super useful, alas. Also draw my Gift at the start of my turn. Pass Binder's Tome to Thargrap.

    Attempt to close empty location. Choose Survival (which I don't have, so d4), recharge Droogami to add 1d4 to it. Thargrap discards Benefaction to bless. Survival 5+1=6: 3d4 ⇒ (3, 4, 1) = 8 Twisting Passages closed, we win!


    Victory!

    Development:
    After disentangling yourself from the affairs of the Brothers of the Seal, you pick up Gerik’s trail. Carefully, you follow it through Oriat, avoiding as many of the other residents of the district as possible. Eventually, the trail takes you back into the Warren.

    Mubb pauses beside a stall, examining a scrap of paper. He looks at the street and back at the paper, then takes a sudden turn into a narrow alley. Tailing him through it, you find the alley terminates in a small courtyard in front of a large barnlike structure. Ignoring several pigs that snuffle freely about the courtyard, Gerik pulls open the building’s large door.

    Light spills from the opening door, casting a widening, golden line across the courtyard. As Mubb enters, you make out several voices speaking in hushed tones, then the unmistakable sound of coins being exchanged

    Scenario Reward:

  • Loot: Deathbane Light Crossbow, Shield of Resistance
  • 1 XP, 1 Hero Point

    Deathbane Light Crossbow:

    Weapon
    Traits: Bow Magic Piercing Ranged
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8. On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Shield of Resistance:

    Armor
    Traits: Offhand Shield
    To Acquire: Constitution Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2. On your Melee combat check, freely recharge to reroll a d4, d6, or d8. After playing this armor, you may not play a 2-Handed boon this encounter.

    Acquired cards:
    Horse (Ally 0)
    Troubadour (Ally 0)
    Droogami (Ally 1)
    Frog (Ally 0)
    Harrowed Society Student (Ally 0)
    Bodyguard (Ally 1)

    Full Plate (Armor 1)

    The Cricket (Blessing 1)
    The Theater (Blessing 1)
    The Cyclone (Blessing 1)
    Abadar's Law (Blessing 1)

    Staff of Minor Healing (Item 1)
    Compass (Item 0)
    Spiked Gauntlet (Item 0)

    Sword Cane (Weapon 0)

    To the discussion page!


  • Scenario 1D: The Rotten Rodeo

    You’ve followed the death-vendor Gerik Mubb to a barn in the Warren. Peeking inside, you see Gerik and three commoners: a halfling, a human, and a fungus leshy. Gerik holds a coin purse in one hand and his undead-controlling amulet in the other, He waves both about as he talks, his words muddied by dull thumping from the other side of a rickety wall behind the group.

    The Kaer Magans’ dingy clothes are torn in several places. The human sports a fresh gash in his shoulder, the surrounding cloth stained red and brown by the wound. He raises his voice. “The deal was to capture these things. You want us to snatch one out for a test, fine, but it’ll cost.”

    Gerik tosses the coin purse on a nearby crate and extends a hand. The leshy retrieves a snare pole from against the wall. She nods to her companions and readies the snare. The halfling and the human pull a section of the wall aside, revealing several undead. The leshy loops the snare around the nearest zombie, seizing it by the neck, then she quickly pulls it from the pen. The other two slam the door shut just in time to stop more zombies from passing through. The zombies beat on the door, which shakes violently, but holds. The ensnared zombie reaches for Gerik and pulls against the snare, but its wrangler keeps it just out of
    reach.

    Gerik places his amulet around his neck and begins an incantation. Thin tendrils of white smoke extend from the amulet and pass into the mouth and nostrils of the undead. The creature’s eyes go white, and it stops struggling against the snare. The leshy loosens her grip on the pole and Gerik approaches, smiling. Suddenly, the zombie wails, and the white drains from its eyes. It snarls, lurching toward Gerik, slipping its captor’s grip on the pole. Gerik stumbles backward into the wall, which crashes down beneath him.

    As the zombies pour from the new opening, the halfling cries out for help.

    SETUP:

  • After preparing story banes, shuffle a closing henchman story bane Zombie Minions - Proxy B into each location

    LOCATIONS:
    1 - Cliff
    1 - Farm
    1 - Slaughterhouse
    2 - Trail
    3 - Manor
    4 - Ossuary
    5 - Stable
    6 - Rooftops

    Story Banes:
    Danger: Zombie Brute
    Villain: Zombie Brutes - Proxy V1 and V2
    Closing Henchmen: Zombie Minions - Proxy A

    DURING THIS SCENARIO:

  • When you suffer damage, first recharge an ally or a blessing
  • When you corner and defeat a villain, display it.
  • You win only when both villain proxies are displayed.

    ==============================

    Draw random Harrow: The Waxworks. Harrow suit for the scenario is: Shields

    3 Wildcards: 3d18 ⇒ (11, 15, 4) = 30

    UNHALLOWED:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    HARROW OF HAMMERS:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    MONSTROUS:
    When building the location, add 6 monsters, distributed as evenly as possible.

    I couldn't have planned that better if I drew them myself!

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