
BR eddiephlash |

Random Harrow Blessing:
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
That's a fun combo!

BR eddiephlash |

During This Adventure:
During This Scenario:
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
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.
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
Monsters
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
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.
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.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Barriers
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.
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.
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.
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.
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
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Core
Weapon 0
Traits:
Axe
Melee
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
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.
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
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.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
CotCT
Item 1
Traits:
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.
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.
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
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.
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.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Core
Ally 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.
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
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.
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.
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.
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.
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:
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The 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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Location #1: 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
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.
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.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
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
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.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
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.
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.
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.
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.
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.
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.
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
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.
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.

Alahazra BGiB |

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.
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!"
"
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:
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.

Alahazra BGiB |

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..
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.
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!"
"
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:
Buried Pile:
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 - Dinketry |

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.

skizzerz - Arueshalae |

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

skizzerz - Arueshalae |

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!
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
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:
Buried Pile:
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 - Dinketry |

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.
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
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:
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.

BR eddiephlash |

During This Adventure:
During This Scenario:
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
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.
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
Monsters
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.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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:
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The 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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Location #1: 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
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.
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.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
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
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.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.

Alahazra BGiB |

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

ACG - Thargrap the Blooded |

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.
"
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.
Middle of Deck (Unknown Order): Benefaction, The Beating, Spiked Breastplate, Enhance
Recharged: Priest of Asmodeus, Bleachling Lunatic, Strength,
Discard Pile:
Buried Pile:
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.

Alahazra BGiB |

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.
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.
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!"
"
Middle of Deck (Unknown Order): 0
Recharged: Soothing Word, Blessing of Abraxas, Divine Insight, Fire Snake, Blessing of the Spellbound 3,
Discard Pile:
Buried Pile:
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.

skizzerz - Arueshalae |

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.
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
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:
Buried Pile:
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.

Alahazra BGiB |

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 - Dinketry |

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.
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 - Dinketry |

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.
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
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:
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.

ACG - Thargrap the Blooded |

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.
"
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.
Middle of Deck (Unknown Order): The Real Rabbit Prince, Enhance, Priest of Asmodeus, Strength
Recharged:
Discard Pile:
Buried Pile:
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.)

BR eddiephlash |

During This Adventure:
During This Scenario:
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
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.
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
Monsters
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 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.
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.
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
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.
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.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
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.
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
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.
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.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
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.
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
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.
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.
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.
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.
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
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
CotCT
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.
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.
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:
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The 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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Location #1: 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
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.
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.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
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
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Core
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.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
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.
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.
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
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.
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.
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.
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.
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.

Alahazra BGiB |

The Mountain Man: On your Strength or Constitution check, you may recharge a card to reroll.
Cure (Core) Thargrap: 1d4 + 1 ⇒ (1) + 1 = 2
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.
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.
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.
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!"
"
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:
Buried Pile:
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.

skizzerz - Arueshalae |

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.
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 - Dinketry |

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!
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 - Dinketry |

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.
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.
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
Middle of Deck (Unknown Order): Blessing of Kofusachi, Runewell's Echo, Galvanic Chakram +1, Kusarigama, Daggermark Poisoner, Embalming Fluid
Recharged: Materialize,
Discard Pile:
Buried Pile:
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.

Alahazra BGiB |

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
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!"
"
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:
Buried Pile:
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.)

BR eddiephlash |

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.
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:
During This Scenario:
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
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.
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
Monsters
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.
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.
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.
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.
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
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Barrier 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.
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.
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
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 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.
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
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.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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:
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The 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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Location #1: 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
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.
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.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
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
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.
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.
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.
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.
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.

Alahazra BGiB |

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.

ACG - Thargrap the Blooded |

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
"
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.
Middle of Deck (Unknown Order): Strength, Enhance, Gallivance, Soothing Word
Recharged:
Discard Pile:
Buried Pile:
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.)

Alahazra BGiB |

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.
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.
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!"
"
Middle of Deck (Unknown Order): Bodyguard, Blessing of the Spellbound 2, Sands of the Hour
Recharged: Holy Javelin, Soothing Word,
Discard Pile:
Buried Pile:
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.

skizzerz - Arueshalae |

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.
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
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:
Buried Pile:
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.

Alahazra BGiB |

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

skizzerz - Arueshalae |

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.
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
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:
Buried Pile:
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.

Alahazra BGiB |

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

Alahazra BGiB |

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.

skizzerz - Arueshalae |

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.

BR eddiephlash |

During This Adventure:
During This Scenario:
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
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.
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
Monsters
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.
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.
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.
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.
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
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.
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.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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
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
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
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.
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.
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
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.
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.
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.
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.
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
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.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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:
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The 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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Location #1: 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
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
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
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.
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.
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.
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.
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 - Dinketry |

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.
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
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:
Buried Pile:
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.

Alahazra BGiB |

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.

ACG - Thargrap the Blooded |

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.
"
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.
Middle of Deck (Unknown Order): Strength, Abadar's Law, Gallivance
Recharged:
Discard Pile:
Buried Pile:
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.)

Alahazra BGiB |

The Peacock: When this is the hour: On your check, if no boons are played, it is blessed.
Pass Binder's Tome to Arueshalae.
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.
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!"
"
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:
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.

BR eddiephlash |

During This Adventure:
During This Scenario:
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
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.
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
Monsters
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.
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.
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.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
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
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.
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.
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.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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
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.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
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.
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.
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
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 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.
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.
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
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.
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.
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.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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:
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
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.
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.
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.
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.
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The 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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Location #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
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.
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.
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.
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.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
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
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.
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.
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.
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.
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.
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.

skizzerz - Arueshalae |

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.
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
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:
Buried Pile:
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

skizzerz - Arueshalae |

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).

BR eddiephlash |

During This Adventure:
During This Scenario:
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
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.
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
Monsters
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
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.
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.
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
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.
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.
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.
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.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
Core
Item 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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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:
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
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.
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.
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.
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The 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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Location #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
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.
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.
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.
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
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.
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.
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.
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.
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.
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 - Dinketry |

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.
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
Middle of Deck (Unknown Order): Runewell's Echo, Gem of Physical Prowess, Daggermark Poisoner, Blessing of Kofusachi
Recharged: Materialize, Snakebite Dagger,
Discard Pile:
Buried Pile:
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.

ACG - Thargrap the Blooded |

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.
"
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.
Middle of Deck (Unknown Order): Strength
Recharged: Soothing Word,
Discard Pile:
Buried Pile:
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.)

Alahazra BGiB |

Incitation: No effect.
Hand Binder's Tome to Arueshalae.
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.
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.
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!"
"
Middle of Deck (Unknown Order): The Theater, Bodyguard, Blessing of the Spellbound 2, Holy Javelin
Recharged: Leech, Fire Snake, Cure (Core),
Discard Pile:
Buried Pile:
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.

BR eddiephlash |

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:
During This Scenario:
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
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.
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
Monsters
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.
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.
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.
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.
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
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.
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.
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.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
CotCT
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
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.
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.
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.
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.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Spells
Core
Spell 0
Traits:
Arcane
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Item 1
Traits:
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.
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
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.
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.
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.
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.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
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.
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.
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:
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
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.
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.
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.
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The 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.
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Location #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
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
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.
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.
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.
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.
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.
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.

skizzerz - Arueshalae |

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!

BR eddiephlash |

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:
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.
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!

BR eddiephlash |

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:
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:
==============================
Draw random Harrow: The Waxworks. Harrow suit for the scenario is: Shields
3 Wildcards: 3d18 ⇒ (11, 15, 4) = 30
I couldn't have planned that better if I drew them myself!