[PACS][Gameday IX] AAUGHWHY's Year of Reborn Strife (Inactive)

Game Master AAUGHWHY

Player Hands and Loot

Turn Order:
1-Bekah
2-Meligaster
3-Kyra
4-Ranzak
5-Hakon

Adventure #=1


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During This Adventure: Player Hands and Loot

At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: Harrow suit is Shield

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

Additional Rules: Danger: Each time you encounter the danger, randomly choose an Undead Story Bane

Undead Story Bane Roster:

1 - Ancient Skeleton

Spoiler:
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.

2 - Wight

Spoiler:
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

3 - Zombie Minions

Spoiler:
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

4 - Mummy

Spoiler:
Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

5 - Vampire

Spoiler:
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

6 - Wraith

Spoiler:
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

Villain: Acid Mantis Queen:

Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examines, suffer 1 Acid damage. Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0). If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Closing Henchmen: Acid Mantis Queens (Proxy A)

Scenario Level (#): 2

Turn: 21, Kyra/eddiephlash

Random Cards:

Monsters
Spoiler:
Geist
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

Spoiler:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

Spoiler:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

Spoiler:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

Spoiler:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.

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

Spoiler:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

Spoiler:
Ghastly Runes
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.

Spoiler:
Mad Prophet
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.

Spoiler:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

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

Spoiler:
Heavy Crossbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

Spells
Spoiler:
Acid Arrow
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Spoiler:
Unearthly Aim
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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


Spoiler:
Dimensional Jump
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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


Spoiler:
Magic Eye
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

Spoiler:
Sleep
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

Armors
Spoiler:
Studded Leather Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

Spoiler:
Gray Maiden Plate
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

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

Spoiler:
Quilted Cloth Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.

Items
Spoiler:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

Spoiler:
Flame Staff
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

Spoiler:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

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

Spoiler:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

Allies
Spoiler:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

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

Spoiler:
Eries Yelloweyes
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.

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

Spoiler:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

Blessings
Spoiler:
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.

Spoiler:
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

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

Spoiler:
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.

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

Hour Power: At the start of your turn, draw this card.

Current Hour:

The Real Rabbit Prince:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Hours Remaining: 8

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 1 Ranzak/Bigguyinblack
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hourglass Card 2 Bekah/danforth347:
Spoiler:
Hourglass Card 2 Bekah/danforth347
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 3 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 3 Meligaster/EmpTyger
Henchman Proxy B1
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 B definition.
Hourglass Card 4 Kyra/eddiephlash:
Spoiler:
Hourglass Card 4 Kyra/eddiephlash
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 5 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 5 Ranzak/Bigguyinblack
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 6 Bekah/danforth347:
Spoiler:
Hourglass Card 6 Bekah/danforth347
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 7 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 7 Meligaster/EmpTyger
Henchman Proxy B3
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 B definition.
Hourglass Card 8 Kyra/eddiephlash:
Spoiler:
Hourglass Card 8 Kyra/eddiephlash
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.

Location #1: Caves
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Bekah/danforth347, Meligaster/EmpTyger, None

Oubliette Card 1:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Oubliette Card 2:
Strangler
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
Oubliette Card 3:
Perplexing Text
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Oubliette Card 4:
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.
Oubliette Card 5:
Burning Tar
Core
Barrier 0
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Oubliette Card 6:
Frost Longspear
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 7:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Oubliette Card 8:
Acid Mantis Queen
None
Monster 2
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 10+##
When examines, suffer 1 Acid damage.

Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).

If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

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

Location #3: Spider Nest
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Pits
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Mine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Spectre

Location #7: 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: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Bigguyinblack, Kyra/eddiephlash, None

Twisting Passages Card 1 (Wand of Flame):
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Twisting Passages Card 2:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 3:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

-> Bekah is healed for 3: (The Demon's Lantern, Aid#Core, Short Sword +1). Deck shuffled. Receive Rapier back from Meligaster

Bekah wrote:

Hand: ac Venomous Hand Crossbow, Ring of Protection#Classic, Noble, Raconteur, The Dance, Rapier#Core

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: -At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
-You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check).
-Potion of Glibness: Banish this card and choose a character at your location to automatically succeed at a Diplomacy check.
-Glibness: +3 to Charisma for one character for 1 turn
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d8 ☑ +1 ☑ +2 ☐ +3
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d6 ☐ +1 ☐ +2 ☐ +3
Charisma: d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma + 1
Diplomacy: Charisma + 3
Divine: Charisma + 1
Favored Card: Spell
Hand Size: 5 ☐ 6☐ 7
Proficiencies:
Light Armors
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Tier 3 Cleric Divine Tank Deck Handler

Receive shortbow from Ranzak, then take 1 fire damage, revealing brute force shield to reduce to 0.

Start turn. Hour is The Real Rabbit Prince - Draw it. Hour is now Asmodeus's Tyranny. Give Shortbow back to Ranzak. Recharge Sarenrae's Light to heal Ranzak 1.

Explore card 1: Wand of Flame. Reveal Symbol.
Divine 11: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (4) = 14 Acquired!

Discard The Real Rabbit Prince into (K, R, B, M): 1d4 ⇒ 3 Bekah's discards to explore again. Card 2: Henchman Proxy A5. Acid Mantis Queen. Summon the other one. Reveal and discard Morningstar. Rabbit prince blesses my checks. # is set to 1.
Combat 10 + ## = 12: 2d8 + 3 + 1d8 + 1 + 1d4 ⇒ (7, 6) + 3 + (5) + 1 + (4) = 26 Defeated!

Next, encounter the real thing. Cast Holy Light. Checks are still blessed.
Combat 10 + ## = 14: 2d10 + 4 + 2d6 ⇒ (10, 9) + 4 + (4, 6) = 33 Defeated!

Attempt to close. Checks still blessed by rabbit prince.
Wis 5 + # = 7: 2d10 + 1 ⇒ (7, 4) + 1 = 12 Success!
Twisting Passages closed! Ranzak and I each move to a Random location: 1d1 ⇒ 1: Oubliette.

End turn. Recharge Wand to Heal Ranzak 1.

Kyra attempts to recover all cards in her Recovery pile.
Holy Light: Divine 8: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (1) = 12 -> Holy Light recharged.

Kyra resets her hand, drawing 3.

Kyra wrote:

Hand: Holy Symbol, Brute Force Shield, Giantbane Greataxe, Teamster, Urgathoa's Gluttony, The Rakshasa,

Displayed:
Deck: 6 Discard: 10 Buried: 1
Current Location: Oubliette
Hero Points: 1
Shirt reroll: used
NOTES:
Available Support: Urgathoa's Gluttony double blesses Fort/Undead checks.
Please use any/all!
Movement: Follow the most hurt character
Other: Will heal a local character at the end of my turn. Add d6 and Magic vs local Undead/Outsider banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Insight
Recharged: Deathgrip, Find Traps, Sarenrae's Light, Wand of Flame, Holy Light,
Discard Pile: The Midwife, Mace, Soothing Word, Blessing of Cayden Cailean, Augury, Banner of the Ancient Kings, Abadar's Law, Iomedae's Justice, The Prince of Pain, Morningstar +1,
Buried Pile: Sacred Candle,

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

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:

On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Tyrant of the Harrow: Discard a Harrow blessing from the vault at the start of each scenario.


Deck Handler

The Liar: When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.

Pass Seeking Shortbow to Bekah.

Oubliette Card 1: Frog:

Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

Survival 4 +1 auto acquire.

free explore on 3+: 1d6 ⇒ 1

Oubliette Card 2: Strangler:

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

Bekah recharges a weapon to aid.

combat 10 +2 revealing Deathbane Light Crossbow, aided by Bekah: 1d10 + 1d8 + 1d4 + 4 ⇒ (1) + (7) + (4) + 4 = 16

Discard Frog to explore.

Oubliette Card 3: Perplexing Text:

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

Evade in favor of...

1. Bekah, 2. Meligaster, 3. Kyra: 1d3 ⇒ 1

Bekah faces it. Pausing turn.


During This Adventure: Player Hands and Loot

At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: Harrow suit is Shield

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

Additional Rules: Danger: Each time you encounter the danger, randomly choose an Undead Story Bane

Undead Story Bane Roster:

1 - Ancient Skeleton

Spoiler:
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.

2 - Wight

Spoiler:
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

3 - Zombie Minions

Spoiler:
Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

4 - Mummy

Spoiler:
Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

5 - Vampire

Spoiler:
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

6 - Wraith

Spoiler:
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

Villain: Acid Mantis Queen:

Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examines, suffer 1 Acid damage. Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0). If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Closing Henchmen: Acid Mantis Queens (Proxy A)

Scenario Level (#): 2

Turn: 22, Ranzak/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

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

Spoiler:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.

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

Spoiler:
Guard Dog
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

Barriers
Spoiler:
Lost Local
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.

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

Spoiler:
Ingratiating Minion
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

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

Spoiler:
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.

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

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

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

Spoiler:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
Heat Metal
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

Spoiler:
Detect Magic
Core
Spell 0
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

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

Spoiler:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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


Armors
Spoiler:
Studded Leather Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

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

Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.

Spoiler:
Magic Klar
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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

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

Spoiler:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Spoiler:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

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

Spoiler:
Guide
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.

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

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

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

Blessings
Spoiler:
The 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.

Spoiler:
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.

Spoiler:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.

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

Spoiler:
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.

Hour Power: At the start of your check, the difficulty is increased by the number of allies in your hand.

Current Hour:

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

Hours Remaining: 7

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Bekah/danforth347:
Spoiler:
Hourglass Card 1 Bekah/danforth347
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 2 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 2 Meligaster/EmpTyger
Henchman Proxy B1
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 B definition.
Hourglass Card 3 Kyra/eddiephlash:
Spoiler:
Hourglass Card 3 Kyra/eddiephlash
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 4 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 4 Ranzak/Bigguyinblack
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 5 Bekah/danforth347:
Spoiler:
Hourglass Card 5 Bekah/danforth347
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 6 Meligaster/EmpTyger
Henchman Proxy B3
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 B definition.
Hourglass Card 7 Kyra/eddiephlash:
Spoiler:
Hourglass Card 7 Kyra/eddiephlash
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.

Location #1: Caves
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ranzak/Bigguyinblack, Bekah/danforth347, Meligaster/EmpTyger, Kyra/eddiephlash, None

Oubliette Card 1 (Perplexing Text):
Perplexing Text
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Oubliette Card 2:
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.
Oubliette Card 3:
Burning Tar
Core
Barrier 0
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Oubliette Card 4:
Frost Longspear
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 5:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Oubliette Card 6:
Acid Mantis Queen
None
Monster 2
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 10+##
When examines, suffer 1 Acid damage.

Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).

If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Oubliette Card 7:
Keen Rapier
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

Location #3: Spider Nest
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Pits
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Mine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Spectre

Location #7: Twisting Passages
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

Out of Turn Updates: receive Seeking Shortbow, then recharge Seeking Shortbow

Ranzak Recharges Blessing of the Quartermaster to bless check.
Bekah Recharges Raconteur[/b] to add 1d6 to Knowledge check.
Check to Defeat Perplexing Text: KNO: 9 + 2: 2d4 + 1d6 ⇒ (3, 4) + (3) = 10 Failure


Deck Handler

Continued. Perplexing Text is shuffled into location. Recharge Staff of Minor Healing (Core) to heal for 1. Discard Compass (Core) to explore.

random card: 1d7 ⇒ 4

Oubliette Card 4: Frost Longspear:

CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

strength 12 aided by power feat, discarding Blessing of Wadjet: 1d4 + 1d4 + 2d8 + 1 ⇒ (1) + (2) + (1, 5) + 1 = 10

Ranzak wrote:

Hand: Asmodeus's Tyranny, Deathbane Light Crossbow, Blessing of Abadar, Blessing of the Quartermaster 2, Frost Longbow, Gem of Physical Prowess (Core), Gentleman Explorer,

Displayed: Spiked Half-plate,
Deck: 3 Discard: 7 Buried: 1
"Current Location: Oubliette
Hero Points: 2 -1"
"NOTES:
Available Support: Folio reroll: used
Blessings are available for use. Wadjet only for emergency.

Asmodeus's Tyranny: On any check, recharge to bless. If the character fails the check, a random character buries a card.

Blessing of Abadar: Discard to bless or to bless twice on a check vs barriers.

Gentleman Explorer: On a local check against a barrier or an ally, recharge to add 1d6.

Blessing of the Quartermaster: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any non-combat check.
Movement: Move me with the party if my location closes.
Other: Hi I'm Ranzak! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster 1, Staff of Minor Healing (Core), Galvanic Chakram +1
Recharged:
Discard Pile: The Carnival, Deathbane Light Crossbow 2, The Wanderer, Frog, Shy Ratani, Compass (Core), Blessing of Wadjet,
Buried Pile: Sacred Candle (Core),
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Disable Dexterity +1 "
"Stealth Dexterity +1 "
"Fortitude Constitution +1"
"Survival Wisdom +3"

Favored Card: none
Hand Size: 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([x]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([x] 3,) 4, 5, or 6, explore your location.

Oubliette card 1 shuffled into location. Card 4 banished.


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

Hour: The Avalanche, Next 2 are: Henchman Proxy B1 and The Brass Dwarf
Hour Rules: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
Turn Order: Bekah, Meligaster, Kyra, Ranzak
Location: Oubliette
At This Location: Damage you suffer is increased by 1.

random card (Skip 4): 1d6 ⇒ 5
Exploration: Oubliette Card 6 - Encounter:

Acid Mantis Queen :
None
Monster 2
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 10+##
When examined, suffer 1 Acid damage.

Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).

If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

After BYA Local Character Check:

Bekah Reloads Rapier#Core to roll Strength or Melee skill + 1d8+1d4 and recharges Venomous Hand Crossbow to add 1d12.
Check to Defeat Acid Mantis Queen : Melee* (if finesse trait present): Dexterity + 1: 14: 1d8 + 2 + 1 + 1d8 + 1d4 + 1d12 ⇒ (5) + 2 + 1 + (1) + (3) + (12) = 24 Success

Attempt to Close: Ranzak Recharges Blessing of the Quartermaster to bless FOR check.
Check to Close Oubliette: FORTITUDE: CONSTITUTION + 2: 14: 2d8 + 2 ⇒ (2, 3) + 2 = 7 Success

We Win!!


Male Halfling Mesmerist/Egotist Deck Handler

(During Bekah's turn)
Acid Mantis Queen: Summoning Acid Mantis Queen

Acid Mantis Queen:
Monster 2
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Discarding Boggart as an Attack Magic Mental spell, revealing ally Duskwarden Ranger, first monster check
Combat 10+2=12: 1d12 + 2 + 2d4 + 1 + 1d4 + 2 ⇒ (10) + 2 + (4, 2) + 1 + (3) + 2 = 24
Acid Mantis Queen is banished

Meligaster once more waved off a mantis threatening to flank Bekah. Everyone else in the hive has abandoned your queen. Do you really want to be the last one fighting for her?

Meligaster wrote:

Hand: Djinn Favor Amulet, Conch Shell, Mystic Silk Coat, Duskwarden Ranger,

Displayed:
Deck: 7 Discard: 9 Buried: 0
Notes:
Ask before using:
Can use without asking:

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 1


Completed Senario 7-2D: What Lies Beneath the City

Scenario Reward:
For the rest of the Adventure Path, when you avenge, all characters ignore the effects on the bane that happen when it is undefeated.

Development:
The battle is intense but brief. With the element of surprise gone, the acid mantises are no match for the combined might of Pathfinders and Duskwardens. Even their mighty queen falls before your blades.

As you sheathe your weapons, the remaining Duskwardens ruefully hoist Balok’s body across their shoulders. They explain that the Godsmouth Ossuary is not far from here. The Pharasmin priests there can lay the body to final rest.

Perhaps the Pharasmins will have some insight on what force is behind the flood of undead in Kaer Maga.

Acquired Cards:
Frog (Ally 0)

Spiked Half-plate (Armor 1)

The Real Rabbit Prince (Blessing 1)
Asmodeus's Tyranny (Blessing 2)
Urgathoa's Gluttony (Blessing 2)
The Rakshasa (Blessing 1)
The Midwife (Blessing 1)
The Wanderer (Blessing 1)

Wand of Flame (Item 2)
Tangleburn Bag (Item 2)

Venomous Hand Crossbow (Weapon 2)
Seeking Shortbow (Weapon 1)
Giantbane Greataxe (Weapon 1)


Completed Adventure 7-2: Warrens Above, Warrens Below

Adventure Reward:
Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario


Adventure 7-3: Descent Into The Forbidden Ossuary

Kaer Maga stands as a testament to the forgotten people who built it. The dense, walled districts have fittingly become home to a host of people who have been or wish to be forgotten by the world. Seen at once as a criminal haven and a grand experiment in self-governance, Kaer Maga remains strange even to those who live and die within its diverse sections—and perhaps even stranger to those who are reborn here.

Between the disparate groups and powers within Kaer Maga, a strange balance exists; a somewhat anarchical understanding between its residents that one’s business remains one’s own. This principle of personal freedom and privacy lies at the fragile heart of Kaer Maga. Its lifeblood pulses with merchants of exotic goods, troll fortune-tellers gazing into their own viscera, and corpulent bloatmages replete with lymphbalancing leeches.

Now, a new threat has arisen to this delicate balance of life and death: a wave of undead attacks. At first, the cause seemed to be a simple malfunction in a few of the amulets used to control zombies. But it soon became clear that something larger is afoot, with the undead creations of several prolific necromancers turning violent, and unsettling cases of bodies spontaneously rising into unlife.

The Duskwardens who patrol the subterranean Halflight Path desperately battle an increasing tide of undead and monsters. After one of their number, Balok, fell to a swarm of acid mantises, the Duskwardens approach the Godsmouth Ossuary seeking a final resting place for their comrade as well as answers to the growing discord in Kaer Maga’s streets.

During this Adenture:
At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Same as previous adventures

Adventure Reward:
Each player chooses a character that does not yet have a role card. When that character earns a role card, they may choose Blackjack, Hero of Korvosa from The Curse of the Crimson Throne. Add the boon's Blackjack's Daggers, Blackjack's Rapier, and Blackjack's Gear to the character's deck box


Scenario 7-3A: The Eyes Below

Bearing Balok’s body in honor, you make your way through the Bottoms district to the Godsmouth Cathedral, located at the very edge of the cliff upon which Kaer Maga is situated. Beneath this cathedral dedicated to the Lady of Graves lies the fabled Godsmouth Ossuary, where Kaer Maga’s most honored and most prestigious are laid to rest.

A dark-robed priest walks out to meet you. Seeing the body of a Duskwarden being borne by a Pathfinder, he lowers his blue eyes in respect, then lifts them again to rest his gaze on you. He waves to two hooded priests who quickly and gently take away Balok’s body. The mortician-priest introduces himself as Ennis. “We will see to it that your fallen compatriot is tended to with all appropriate respect,” he begins. “First, can you please tell us how he has come to us?” When you explain that Balok was slain while you were investigating a recent undead uprising, the surprise on Ennis’s face is visible.

“I... may able to help you. Please accompany me down to the ossuary.” With that, Ennis leads you outside to a steep path leading down the face of the cliff. Here, enormous carved heads of forgotten gods and kings peer down from the side of the cliff. One head—which Ennis says depicts the Unnamed King—wears a high crown, his mouth agape; on either side of it stands a skirted guard wielding a spear. Ennis leads you between them into the king’s mouth itself—the entrance to the Godsmouth Ossuary.

The catacombs’ entrance area is surprisingly well lit and pleasantly appointed. As Ennis guides you deeper into the catacombs, he explains the situation. “As you know, there are many undead on the move, and we are beginning to suspect that the source may lie here in the Ossuary.” He pauses in front of a locked door of ancient stone marked with strange runes. “This is called the Forbidden Door. The passage beyond leads to a relatively small, disused portion of the ossuary, where not even our priests dare tread. But we recently found the door unlocked and open.” He unlocks the door and opens it. Beyond, a dark staircase leads down into the depths. You eye the blackness warily.

“Oh... also, one of my colleagues—her name is Letra—has gone missing,” adds the priest. “I fear the worst. If you encounter her during your investigation, please bring her back to us.”

Sure, you think. Why not?

The air grows colder and the musty smell grows stronger as you descend into the catacombs. The light you bring with you casts strange and angular shadows. Indecipherable runes, tally marks, and nonsensical ramblings are carved into the walls around you. As you scan these scrawled messages, one of the phrases you read lingers in your mind: “Beware the eyes below!”

You hear the grinding sound of rock on rock. Suddenly, two stone guardians appear and block your path!

Setup:
When building the locations, build a number of the location Pits equal to the number of characters.

Characters start at the Cave

During this Scenario:
You may move only when your location is closed and you may move only to the next location.

After you examine cards from a location, shuffle that location.

On your non-Fire combat check, if any die shows a 1 or 2, count it as 0.

When you close a location and would banish its cards or defeat a Stone Guardian and would banish it, instead shuffle them into the next location

---------------------------------
Story Banes

Danger: Each time you encounter the danger, randomly choose a new level 2 or 3 monster

Villain: None

Closing Henchman: Stone Guardian (Proxy A):

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10


During This Adventure: Player Hands and Loot

At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: Harrow suit is Keys

You may move only when your location is closed and you may move only to the next location.

After you examine cards from a location, shuffle that location.

On your non-Fire combat check, if any die shows a 1 or 2, count it as 0.

When you close a location and would banish its cards or defeat a Stone Guardian and would banish it, instead shuffle them into the next location

Additional Rules: Danger: Each time you encounter the danger, randomly choose a new level 2 or 3 monster

Villain: None

Closing Henchman: Stone Guardian (Proxy A):

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10

Scenario Level (#): 2

Turn: 0, Bekah/danforth347

Random Cards:

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

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

Spoiler:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.

Spoiler:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Spoiler:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

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

Spoiler:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.

Spoiler:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

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

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

Weapons
Spoiler:
Glorious Warhammer
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
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 ignore its after acting powers.
Recharge to examine the top card of your location.

Spoiler:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

Spells
Spoiler:
Sonic Blast
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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


Spoiler:
Minor Harrowing
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.

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


Spoiler:
Enervation
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.

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


Spoiler:
Deathgrip
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


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

Armors
Spoiler:
Magic Mithral Chain Mail
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Magic Klar
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

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

Items
Spoiler:
Tangleburn Bag
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.

Spoiler:
Ring of Protection
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.

Spoiler:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

Spoiler:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


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

Allies
Spoiler:
Fox
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

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

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


Spoiler:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

Spoiler:
Noble
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

Spoiler:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.

Blessings
Spoiler:
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.

Spoiler:
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.

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

Spoiler:
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Discarded Harrow for Kyra:

The Forge:

CotCT Blessing 1
Traits: Harrow Suit: Hammers Veteran
When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore.


Male Halfling Mesmerist/Egotist Deck Handler

Gaining Hero Point
Reserving an extra Spell (taking Spell B Acid Jet).
Upgrading Item B Dreamcatcher into Item 2 Mask of the Mesmerists
Replacing Loot Leech with Guard. Replacing Psychic Detective with Loot Leech
Reserve: Setting aside Spell Burst of Adrenaline

"Do we really have to do this?" Meligaster whined. The only reason the halfling even came this far was because the Duskwardens had offered to pay him upfront in spell scrolls. The mesmerist might not be able to put on a brave face, but he could at least put on a mask.

Meligaster wrote:

Hand: Duskwarden Ranger, Blessing of Pharasma (discard to bless/doublebless if spell is cast), Enervation (freely banish to recovery for -2d4 to combat difficulty), Sign of the Daughter (discard to bless/recharge to bless if vs spell), Sign of the Thrush (discard to bless/recharge to bless if vs ally),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: :(
Ask before using: Blessing of Pharasma; Sign of the Daughter, Sign of the Thrush; Enervation
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Enervation for henchman

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 2


Deck Handler

Trading out Longbow (Core) for Deathbane Light Crossbow loot. Trading out Blessing of the Quartermaster 3 for The Carnival loot. Trading out Galvanic Chakram +1 for Soothing Word loot. Setting aside my Compass (Core) item. Starting with Kyra.

Ranzak wrote:

Hand: Deathbane Light Crossbow 2, Blessing of Wadjet, Sacred Candle (Core), Boots of Friendly Terrain (Core), Blessing of Abadar, Frost Longbow, The Carnival,

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Current Location: Kyra
Hero Points: 1"
"NOTES:
Available Support: Folio reroll: Unused
Blessings are available for use. Wadjet only for emergency.

Boots of Friendly Terrain (Core): On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

Blessing of Abadar: Discard to bless or to bless twice on a check vs barriers.

The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Movement: Move me with the party if my location closes.
Other: Hi I'm Ranzak! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Physical Prowess (Core), Blessing of the Quartermaster 1, Soothing Word, Gentleman Explorer, Deathbane Light Crossbow, Staff of Minor Healing (Core), Burglar's Buckler, Blessing of the Quartermaster 2, Good Omen (Core), Shy Ratani
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Disable Dexterity +1 "
"Stealth Dexterity +1 "
"Fortitude Constitution +1"
"Survival Wisdom +3"

Favored Card: none
Hand Size: 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([x]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([x] 3,) 4, 5, or 6, explore your location.


During This Adventure: Player Hands and Loot

At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: Harrow suit is Keys

You may move only when your location is closed and you may move only to the next location.

After you examine cards from a location, shuffle that location.

On your non-Fire combat check, if any die shows a 1 or 2, count it as 0.

When you close a location and would banish its cards or defeat a Stone Guardian and would banish it, instead shuffle them into the next location

Additional Rules: Danger: Each time you encounter the danger, randomly choose a new level 2 or 3 monster

Villain: None

Closing Henchman: Stone Guardian (Proxy A):

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10

Scenario Level (#): 2

Turn: 1, Meligaster/EmpTyger

Random Cards:

Monsters
Spoiler:
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

Spoiler:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

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

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

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

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

Spoiler:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

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

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

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

Weapons
Spoiler:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Acidic Bolas
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.

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

Spoiler:
Venomous Hand Crossbow
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

Spells
Spoiler:
Life Drain
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

Spoiler:
Sonic Blast
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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


Spoiler:
Chain Lightning
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.

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


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

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


Spoiler:
Unearthly Aim
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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


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

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

Spoiler:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

Spoiler:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Items
Spoiler:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.

Spoiler:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

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

Spoiler:
Tangleburn Bag
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.

Spoiler:
Zellara's Harrow Deck
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


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

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


Spoiler:
Leech
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

Spoiler:
Bodyguard
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

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

Spoiler:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

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

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

Spoiler:
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.

Spoiler:
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

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

Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

Current Hour:

The Vision:
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/eddiephlash:
Spoiler:
Hourglass Card 1 Kyra/eddiephlash
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 2 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ranzak/Bigguyinblack
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 3 Bekah/danforth347:
Spoiler:
Hourglass Card 3 Bekah/danforth347
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 4 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 4 Meligaster/EmpTyger
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 5 Kyra/eddiephlash:
Spoiler:
Hourglass Card 5 Kyra/eddiephlash
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ranzak/Bigguyinblack
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 7 Bekah/danforth347:
Spoiler:
Hourglass Card 7 Bekah/danforth347
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 8 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 8 Meligaster/EmpTyger
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 9 Kyra/eddiephlash:
Spoiler:
Hourglass Card 9 Kyra/eddiephlash
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 10 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ranzak/Bigguyinblack
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 11 Bekah/danforth347:
Spoiler:
Hourglass Card 11 Bekah/danforth347
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 12 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 12 Meligaster/EmpTyger
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 13 Kyra/eddiephlash:
Spoiler:
Hourglass Card 13 Kyra/eddiephlash
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 14 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ranzak/Bigguyinblack
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 15 Bekah/danforth347:
Spoiler:
Hourglass Card 15 Bekah/danforth347
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 16 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 16 Meligaster/EmpTyger
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 17 Kyra/eddiephlash:
Spoiler:
Hourglass Card 17 Kyra/eddiephlash
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 18 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 18 Ranzak/Bigguyinblack
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 19 Bekah/danforth347:
Spoiler:
Hourglass Card 19 Bekah/danforth347
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 20 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 20 Meligaster/EmpTyger
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.
Hourglass Card 21 Kyra/eddiephlash:
Spoiler:
Hourglass Card 21 Kyra/eddiephlash
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 22 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 22 Ranzak/Bigguyinblack
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 23 Bekah/danforth347:
Spoiler:
Hourglass Card 23 Bekah/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 24 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 24 Meligaster/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 25 Kyra/eddiephlash:
Spoiler:
Hourglass Card 25 Kyra/eddiephlash
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 26 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 26 Ranzak/Bigguyinblack
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 27 Bekah/danforth347:
Spoiler:
Hourglass Card 27 Bekah/danforth347
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 28 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 28 Meligaster/EmpTyger
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 29 Kyra/eddiephlash:
Spoiler:
Hourglass Card 29 Kyra/eddiephlash
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Bigguyinblack, Bekah/danforth347, Meligaster/EmpTyger, Kyra/eddiephlash, None

Caves Card 1:
Circlet of Mental Acuity
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Caves Card 2:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Caves Card 3:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Caves Card 4:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Caves Card 5:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Caves Card 6:
Seeking Shortbow
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 7:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Caves Card 8:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Caves Card 9:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Caves Card 10:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

Location #2: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Wolverine
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Pits Card 2:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Pits Card 3:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Pits Card 4:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Pits Card 5:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 6:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Pits Card 7:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Pits Card 8:
Imprisonment
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Pits Card 9:
Magic Chain Shirt
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 10:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Location #3: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 2:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Pits Card 3:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Pits Card 4:
Shield of Resistance
Core
Armor 2
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.
Pits Card 5:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Pits Card 6:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 7:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Pits Card 8:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Pits Card 9:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Pits Card 10:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Pits Card 2:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Pits Card 3:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Pits Card 4:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Pits Card 5:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Pits Card 6:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 7:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Pits Card 8:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Pits Card 9:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Pits Card 10:
Staff of Minor Healing
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Pits Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 3:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits Card 4:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Pits Card 5:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Pits Card 6:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

Pits Card 7:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 8:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.

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

Pits Card 9:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Pits Card 10:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.


Tier 3 Cleric Divine Tank Deck Handler

Upgrade: Urgathoa's Gluttony replaces Prayer. Set aside spell: Remove Disease. Start at Caves with the group. Draw hand and discard The Forge from Tyrant of the Harrow reward.

Kyra wrote:

Hand: Teamster, The Prince of Pain, Deathgrip, Blessing of Cayden Cailean, Banner of the Ancient Kings, Sacred Candle,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: Caves
Hero Points: 2
Shirt reroll: Available
NOTES:
Available Support: Urgathoa's Gluttony double blesses Fort/Undead checks.
Please use any/all!
Movement: Follow the most hurt character
Other: Will heal a local character at the end of my turn. Add d6 and Magic vs local Undead/Outsider banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Urgathoa's Gluttony, Mace, Divine Insight, Augury, Sarenrae's Light, Morningstar +1, Brute Force Shield, Holy Light, Holy Symbol, Find Traps, Iomedae's Justice
Recharged:
Discard Pile: The Forge,
Buried Pile:

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

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:

On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Tyrant of the Harrow: Discard a Harrow blessing from the vault at the start of each scenario.


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

Upgrade: Deathbane Light Crossbow +1 replaces Rapier

Bekah wrote:

Hand: Troubadour#Core, The Dance, Deathbane Light Crossbow +1, Lightning Touch#Classic, Ring of Protection#Classic

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: -At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
-You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check).
-Potion of Glibness: Banish this card and choose a character at your location to automatically succeed at a Diplomacy check.
-Glibness: +3 to Charisma for one character for 1 turn
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d8 ☑ +1 ☑ +2 ☐ +3
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d6 ☐ +1 ☐ +2 ☐ +3
Charisma: d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma + 1
Diplomacy: Charisma + 3
Divine: Charisma + 1
Favored Card: Spell
Hand Size: 5 ☐ 6☐ 7
Proficiencies:
Light Armors
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Male Halfling Mesmerist/Egotist Deck Handler

Hourglass: Vision o'clock: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Examining and encountering Caves 1: Circlet of Mental Acuity

Circlet of Mental Acuity:
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

CHA 11: 1d12 + 1 ⇒ (12) + 1 = 13
Circlet of Mental Acuity is acquired
Caves are shuffled

Meligaster was still whining. He had put on a silvery circlet and closed his eyes. "I do not see this ending well."

Shuffled Caves: 1d9 + 1 ⇒ (8) + 1 = 9
Exploring Caves 9: Gem of Mental Acuity

Gem of Mental Acuity:
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

Revealing Circlet of Mental Acuity
CHA 11: 1d12 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Gem of Mental Acuity is banished

The gem on the circlet was glowing brightly in the darkness. The halfling pried the luminescent stone out. "I do not need to be more of a target," he grumbled.

Shuffled Caves: 1d9 + 1 ⇒ (8) + 1 = 9
Shuffled Caves: 1d9 + 1 ⇒ (5) + 1 = 6
Discarding Sign of the Thrush to explore Caves 6: Seeking Shortbow

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

Discarding Sign of the Daughter, revealing ally Duskwarden Ranger. Bekah recharges Lightning Touch for bardic inspiration
DEX 11: 2d8 + 1d4 + 1d4 + 1 ⇒ (5, 3) + (3) + (1) + 1 = 13
Seeking Shortbow is acquired

Inspired by Bekah's new gear, Meligaster looked enviously at the rangers' bows. I can't find Letra without a weapon. One of the duskwardens suddenly unshouldered a small bow. "Letra is my daughter. Take this, maybe it will help you seek her."

Shuffled Caves: 1d9 + 1 ⇒ (4) + 1 = 5
Reloading Duskwarden Ranger to examine Caves 5: Henchman A5: Stone Guardian

Stone Guardian:
Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13
Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10


Caves are shuffled
The first scouting report came back, and it was as bad as Meligaster feared.

Ending turn. Resetting hand

Meligaster wrote:

Hand: Duskwarden Ranger, Blessing of Pharasma (discard to bless/doublebless if spell is cast), Enervation (freely banish to recovery for -2d4 to combat difficulty), Circlet of Mental Acuity, Seeking Shortbow,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes:
Ask before using: Blessing of Pharasma; Enervation
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Enervation for henchman

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 2

Summary:
Caves 1, 6 are acquired.
Caves 9 is banished.
Caves are shuffled.
Bekah recharges Lightning Touch.


Tier 3 Cleric Divine Tank Deck Handler

Start turn. Hour is Blackfingers. Display Banner. Explore.
Shuffled location (2-5,7,8,10): 1d7 ⇒ 6 Card 8: Accursed Priest.
Cast Deathgrip. Banner adds 1.
Combat 11 + ## = 17: 1d10 + 4 + 2d8 + 1 ⇒ (1) + 4 + (7, 5) + 1 = 18 1 is a 0, but still success!
Deathgrip ignores AYA power.

Recharge Teamster to draw a card: Iomedae's Justice. Bury Sacred Candle to draw the hour: Blackfingers.

No cards in hand to help with combat so end turn. Recharge Prince of Pain to heal Meligaster 1. Kyra attempts to recover all cards in her Recovery pile.
Deathgrip: Divine 10: 1d10 + 4 ⇒ (1) + 4 = 5 -> Deathgrip discarded.

Kyra resets her hand, drawing 3.

Kyra wrote:

Hand: Blessing of Cayden Cailean, Iomedae's Justice, Blackfingers, Brute Force Shield, Divine Insight, Find Traps,

Displayed: Banner of the Ancient Kings,
Deck: 9 Discard: 2 Buried: 1
Current Location: Caves
Hero Points: 2
Shirt reroll: Available
NOTES:
Available Support: Banner adds 1 to all combat checks until somebody fails or removes scourges. Divine insight adds 2d6 vs a barrier. Find traps double blesses vs a barrier. BoCC double blesses Str/Con. Iomedae's Justice blesses another character with a d12. Blackfingers freely blesses Alchemical/Poison checks.
Please use any/all!
Movement: Follow the most hurt character
Other: Will heal a local character at the end of my turn. Add d6 and Magic vs local Undead/Outsider banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mace, Augury, Holy Light, Morningstar +1, Urgathoa's Gluttony, Sarenrae's Light, Holy Symbol
Recharged: Teamster, The Prince of Pain,
Discard Pile: The Forge, Deathgrip,
Buried Pile: Sacred Candle,

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

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:

On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Tyrant of the Harrow: Discard a Harrow blessing from the vault at the start of each scenario.

Cards (2-5,7,10) shuffled remain at the Caves.


Deck Handler

Sarenrae's Light: When this is the hour: When you heal, you may heal an additional card.

Pass Deathbane Light Crossbow 2 to Bekah.

random from the top: 1d6 ⇒ 3

Caves #1 Card 4: Grounded Studded Leather:

CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

fortitude 11 revealing Blessing of Wadjet, aided by power feat: 1d12 + 1d4 + 1d4 + 2 ⇒ (9) + (2) + (1) + 2 = 14

Scenario effect blanks 1 and 2. 11 succeeds.

free explore on 3+: 1d6 ⇒ 3

random from the top: 1d5 ⇒ 2

Caves #1 Card 3: Diseased Rats:

CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

Kyra discards Iomedae's Justice.

combat 13 revealing Frost Longbow, aided by Iomedae's Justice, aided by Banner of the Ancient Kings: 1d10 + 1d8 + 1d12 + 1d4 + 3 ⇒ (5) + (3) + (4) + (3) + 3 = 18

Defeated by 4+ so banished. Discard Blessing of Abadar to explore.

random from the top: 1d4 ⇒ 4

Caves #1 Card 10: Stinging Wasps:

CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

Kyra casts Divine Insight.

disable 9 aided by divine insight: 1d10 + 2d6 + 3 ⇒ (1) + (1, 5) + 3 = 10
folio reroll on the d10: 1d10 ⇒ 3

Scenario blanks a 1. 11 succeeds. Display Grounded Studded Leather. Discard The Carnival to explore.

random from the top: 1d3 ⇒ 1

Caves #1 Card 2: Brawl:

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

Use The Carnival to evade and place it on the bottom. End turn.

Ranzak wrote:

Hand: Frost Longbow, Sacred Candle (Core), Blessing of Wadjet, Boots of Friendly Terrain (Core), Gem of Physical Prowess (Core), Soothing Word, Good Omen (Core),

Displayed:
Deck: 7 Discard: 3 Buried: 0
"Current Location: Caves #1
Hero Points: 1"
"NOTES:
Available Support: Folio reroll: Unused
Blessings are available for use. Wadjet only for emergency.

Boots of Friendly Terrain (Core): On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

Movement: Move me with the party if my location closes.
Other: Hi I'm Ranzak! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster 1, Deathbane Light Crossbow, Burglar's Buckler, Shy Ratani, Gentleman Explorer, Blessing of the Quartermaster 2, Staff of Minor Healing (Core)
Recharged:
Discard Pile: Blessing of Abadar, Grounded Studded Leather, The Carnival,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Disable Dexterity +1 "
"Stealth Dexterity +1 "
"Fortitude Constitution +1"
"Survival Wisdom +3"

Favored Card: none
Hand Size: 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([x]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([x] 3,) 4, 5, or 6, explore your location.

Caves #1 card 4 acquired. Cards 3 and 10 banished. Card 2 recharged. Cards 5 and 7 are random on top.

Bekah passed Deathbane Light Crossbow.

Kyra discards Iomedae's Justice and casts Divine Insight.


During This Adventure: Player Hands and Loot

At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: Harrow suit is Keys

You may move only when your location is closed and you may move only to the next location.

After you examine cards from a location, shuffle that location.

On your non-Fire combat check, if any die shows a 1 or 2, count it as 0.

When you close a location and would banish its cards or defeat a Stone Guardian and would banish it, instead shuffle them into the next location

Additional Rules: Danger: Each time you encounter the danger, randomly choose a new level 2 or 3 monster

Villain: None

Closing Henchman: Stone Guardian (Proxy A):

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10

Scenario Level (#): 3

Turn: 4, Bekah/danforth347

Random Cards:

Monsters
Spoiler:
Yeth Hound
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

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

Spoiler:
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.

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

Spoiler:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Barriers
Spoiler:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

Spoiler:
Ill Tidings
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

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

Spoiler:
Ghastly Runes
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.

Spoiler:
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.

Weapons
Spoiler:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Acidic Bolas
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.

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

Spoiler:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spells
Spoiler:
Magical Mansion
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.

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


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

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


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

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

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

Armors
Spoiler:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

Spoiler:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.

Spoiler:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Items
Spoiler:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Spoiler:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

Spoiler:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

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


Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

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

Spoiler:
Noble
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

Spoiler:
Gang Enforcer
CotCT
Ally 1
Traits:
Human
Rogue
Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.

Spoiler:
Fortune-teller
CotCT
Ally 2
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.

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

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


Blessings
Spoiler:
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.

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

Spoiler:
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.

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

Spoiler:
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.

Hour Power: When at least 3 types of boon are played on any check, a character may draw a card.

Current Hour:

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

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 1 Meligaster/EmpTyger
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 2 Kyra/eddiephlash:
Spoiler:
Hourglass Card 2 Kyra/eddiephlash
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ranzak/Bigguyinblack
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 4 Bekah/danforth347:
Spoiler:
Hourglass Card 4 Bekah/danforth347
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 5 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 5 Meligaster/EmpTyger
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 6 Kyra/eddiephlash:
Spoiler:
Hourglass Card 6 Kyra/eddiephlash
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 7 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ranzak/Bigguyinblack
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 8 Bekah/danforth347:
Spoiler:
Hourglass Card 8 Bekah/danforth347
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 9 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 9 Meligaster/EmpTyger
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 10 Kyra/eddiephlash:
Spoiler:
Hourglass Card 10 Kyra/eddiephlash
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 11 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ranzak/Bigguyinblack
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 12 Bekah/danforth347:
Spoiler:
Hourglass Card 12 Bekah/danforth347
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 13 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 13 Meligaster/EmpTyger
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 14 Kyra/eddiephlash:
Spoiler:
Hourglass Card 14 Kyra/eddiephlash
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 15 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 15 Ranzak/Bigguyinblack
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 16 Bekah/danforth347:
Spoiler:
Hourglass Card 16 Bekah/danforth347
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 17 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 17 Meligaster/EmpTyger
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.
Hourglass Card 18 Kyra/eddiephlash:
Spoiler:
Hourglass Card 18 Kyra/eddiephlash
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 19 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 19 Ranzak/Bigguyinblack
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 20 Bekah/danforth347:
Spoiler:
Hourglass Card 20 Bekah/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 21 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 21 Meligaster/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 22 Kyra/eddiephlash:
Spoiler:
Hourglass Card 22 Kyra/eddiephlash
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 23 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 23 Ranzak/Bigguyinblack
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 24 Bekah/danforth347:
Spoiler:
Hourglass Card 24 Bekah/danforth347
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 25 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 25 Meligaster/EmpTyger
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 26 Kyra/eddiephlash:
Spoiler:
Hourglass Card 26 Kyra/eddiephlash
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Bigguyinblack, Bekah/danforth347, Meligaster/EmpTyger, Kyra/eddiephlash, None

Caves Card 1:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Caves Card 2:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Caves Card 3 (Brawl):
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

Location #2: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Wolverine
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Pits Card 2:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Pits Card 3:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Pits Card 4:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Pits Card 5:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 6:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Pits Card 7:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Pits Card 8:
Imprisonment
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Pits Card 9:
Magic Chain Shirt
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 10:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Location #3: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 2:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Pits Card 3:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Pits Card 4:
Shield of Resistance
Core
Armor 2
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.
Pits Card 5:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Pits Card 6:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 7:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Pits Card 8:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Pits Card 9:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Pits Card 10:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Pits Card 2:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Pits Card 3:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Pits Card 4:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Pits Card 5:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Pits Card 6:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 7:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Pits Card 8:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Pits Card 9:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Pits Card 10:
Staff of Minor Healing
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Pits Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 3:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits Card 4:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Pits Card 5:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Pits Card 6:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

Pits Card 7:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 8:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.

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

Pits Card 9:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Pits Card 10:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

Hour: The Dance
Hour Rules: When at least 3 types of boon are played on any check, a character may draw a card.
Turn Order: Bekah, Meligaster, Kyra, Ranzak
Location: Caves
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
Exploration: Caves Card 1 - Encounter:

Henchman Proxy A5 - Stone Guardian:
Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10

difficulty increased by: 1d10 ⇒ 2

Bekah Reveals Deathbane Light Crossbow +1 to roll Dexterity or Ranged skill + 1d8 + 1. +1 from banner
Kyra Recharges Iomedae's Justice to add 1d12.
BYA - FORTITUDE: CONSTITUTION + 2: 7: 1d8 + 2 ⇒ (8) + 2 = 10

Check to Defeat Henchman Proxy A5 - Stone Guardian: DEXTERITY: 13 + 2: 1d8 + 2 + 1d12 + 1d8 + 1 + 1 ⇒ (6) + 2 + (3) + (6) + 1 + 1 = 19 Success

Pause for closing discussion


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

I will attempt to close. Closing Monster Card - Encounter:

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

Bekah Reveals Deathbane Light Crossbow +1 to roll Dexterity or Ranged skill + 1d8 + 1.
Bekah Recharges ac Deathbane Light Crossbow[/b] to add 1d4 + 1 to check. Add one from the banner
Check to Defeat Deadfall Scorpion : DEXTERITY: 13 + 1d10: 1d8 + 2 + 1d8 + 1 + 1d4 + 1 + 1 ⇒ (2) + 2 + (8) + 1 + (1) + 1 + 1 = 16 2 and 1 are 0s, so total is 13. Success

Bekah Reveals Ring of Protection#Classic to reduce damage by 1.

Caves are closed. We all move to next location. Remaining two cards at Caves move with us and get shuffled in.

EOT: [ooc]End Turn, Recovery, and Reset hand

Bekah wrote:

Hand: Deathbane Light Crossbow +1, Glibness, Ring of Protection#Classic, Troubadour#Core, The Dance

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: -At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
-You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check). *Check with me before leaving me weapon and spell-less
-The Dance: Blesses another character's check twice
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d8 ☑ +1 ☑ +2 ☐ +3
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d6 ☐ +1 ☐ +2 ☐ +3
Charisma: d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma + 1
Diplomacy: Charisma + 3
Divine: Charisma + 1
Favored Card: Spell
Hand Size: 5 ☐ 6☐ 7
Proficiencies:
Light Armors
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Male Halfling Mesmerist/Egotist Deck Handler

(During Kyra's turn)
Sign of the Daughter is healed

(During Bekah's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster is Drained

Whatever hope Kyra's prayer provided was drained away when the first of the stone guardians emerged.

(Meligaster's turn)
Hourglass 1: Benefaction o'clock
Shuffled Pits (11-13=Caves 1-3): 1d13 ⇒ 12
Exploring Caves 2: Evoker

Evoker:
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.

Element: 1d6 ⇒ 3
Random local character (1=Meligaster, 2=Kyra, 3=Ranzak, 4=Bekah): 1d4 ⇒ 4
Bekah takes 1 Electricity damage (presumably she'll reveal Ring of Protection)
Revealing Circlet of Mental Acuity, revealing ally Duskwarden Ranger, first monster check, drained
Arcane 7+3=10: 1d12 - 1 + 2 + 1 + 1d4 - 1 + 2 ⇒ (9) - 1 + 2 + 1 + (4) - 1 + 2 = 16
Electricity damage: 1d4 ⇒ 4
Discarding Duskwarden Ranger, Blessing of Pharasma, Circlet of Mental Acuity, Seeking Shortbow for 4 Electricity damage
Drawing Evoker

As Bekah entered the pit, there was a quick crack of electricity. Meligaster started to cast a counterspell, but the evoker turned her attention onto the mesmerist, releasing a shower of sparks the enveloped him. Mages need to stick together in here. The lightning ceased, and the halfling approached her fellow halfling timidly. "Oops! I'm so sorry! I thought you were one of those nasty constructs."

Ending turn. Resetting hand

Meligaster wrote:

Hand: Evoker, Acid Jet, Enervation (freely banish to recovery for -2d4 to combat difficulty), Djinn Favor Amulet, Mask of the Mesmerists,

Displayed: Drained,
Deck: 10 Discard: 5 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Enervation
Can use without asking: Enervation for henchman

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 2

Summary:
Cave 2 is acquired.
Bekah takes 1 Electricity damage.


Deck Handler

Fortitude 7 vs Stone Guardians recharging Boots of Friendly Terrain (Core): 1d12 + 1d8 + 1 ⇒ (12) + (2) + 1 = 15


During This Adventure: Player Hands and Loot

At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: Harrow suit is Keys

You may move only when your location is closed and you may move only to the next location.

After you examine cards from a location, shuffle that location.

On your non-Fire combat check, if any die shows a 1 or 2, count it as 0.

When you close a location and would banish its cards or defeat a Stone Guardian and would banish it, instead shuffle them into the next location

Additional Rules: Danger: Each time you encounter the danger, randomly choose a new level 2 or 3 monster

Villain: None

Closing Henchman: Stone Guardian (Proxy A):

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10

Scenario Level (#): 3

Turn: 6, Kyra/eddiephlash

Random Cards:

Monsters
Spoiler:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.

Spoiler:
Dire Lion
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

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

Spoiler:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.

Spoiler:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.

Barriers
Spoiler:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

Spoiler:
Mad Prophet
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.

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

Spoiler:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

Spoiler:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.

Weapons
Spoiler:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.

Spoiler:
Acidic Bolas
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.

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

Spoiler:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

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

Spoiler:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

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

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


Spoiler:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

Spoiler:
Elemental Treaty
CotCT
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.

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


Armors
Spoiler:
Magic Mithral Chain Mail
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Magic Klar
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

Spoiler:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.

Items
Spoiler:
Ring of Protection
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.

Spoiler:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.

Spoiler:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

Spoiler:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.

Spoiler:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Allies
Spoiler:
Dream Spider
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

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

Spoiler:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

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

Spoiler:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.

Blessings
Spoiler:
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

Spoiler:
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.

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

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

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

Hour Power: No effect.

Current Hour:

Prayer:
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.

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 1 Ranzak/Bigguyinblack
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 2 Bekah/danforth347:
Spoiler:
Hourglass Card 2 Bekah/danforth347
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 3 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 3 Meligaster/EmpTyger
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 4 Kyra/eddiephlash:
Spoiler:
Hourglass Card 4 Kyra/eddiephlash
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 5 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 5 Ranzak/Bigguyinblack
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 6 Bekah/danforth347:
Spoiler:
Hourglass Card 6 Bekah/danforth347
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 7 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 7 Meligaster/EmpTyger
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 8 Kyra/eddiephlash:
Spoiler:
Hourglass Card 8 Kyra/eddiephlash
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 9 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 9 Ranzak/Bigguyinblack
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 10 Bekah/danforth347:
Spoiler:
Hourglass Card 10 Bekah/danforth347
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 11 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 11 Meligaster/EmpTyger
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 12 Kyra/eddiephlash:
Spoiler:
Hourglass Card 12 Kyra/eddiephlash
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 13 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 13 Ranzak/Bigguyinblack
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 14 Bekah/danforth347:
Spoiler:
Hourglass Card 14 Bekah/danforth347
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 15 Meligaster/EmpTyger
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.
Hourglass Card 16 Kyra/eddiephlash:
Spoiler:
Hourglass Card 16 Kyra/eddiephlash
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 17 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 17 Ranzak/Bigguyinblack
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 18 Bekah/danforth347:
Spoiler:
Hourglass Card 18 Bekah/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 19 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 19 Meligaster/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 20 Kyra/eddiephlash:
Spoiler:
Hourglass Card 20 Kyra/eddiephlash
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 21 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 21 Ranzak/Bigguyinblack
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 22 Bekah/danforth347:
Spoiler:
Hourglass Card 22 Bekah/danforth347
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 23 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 23 Meligaster/EmpTyger
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 24 Kyra/eddiephlash:
Spoiler:
Hourglass Card 24 Kyra/eddiephlash
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Location #1: Caves
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Ranzak/Bigguyinblack, Bekah/danforth347, Meligaster/EmpTyger, Kyra/eddiephlash, None

Pits Card 1:
Imprisonment
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Pits Card 2:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Pits Card 3:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 4:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Pits Card 5:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 6:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 7:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Pits Card 8:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 9:
Wolverine
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Pits Card 10:
Magic Chain Shirt
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 11:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Pits Card 12:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

Location #3: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 2:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Pits Card 3:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Pits Card 4:
Shield of Resistance
Core
Armor 2
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.
Pits Card 5:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Pits Card 6:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 7:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Pits Card 8:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Pits Card 9:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Pits Card 10:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Pits Card 2:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Pits Card 3:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Pits Card 4:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Pits Card 5:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Pits Card 6:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 7:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Pits Card 8:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Pits Card 9:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Pits Card 10:
Staff of Minor Healing
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Pits Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 3:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits Card 4:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Pits Card 5:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Pits Card 6:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

Pits Card 7:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 8:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.

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

Pits Card 9:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Pits Card 10:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.


Tier 3 Cleric Divine Tank Deck Handler

Off turn, discard Iomedae's Justice and cast Divine Insight for Ranzak.

Then discard another blessing, BoCC for Bekah. Will not make a Con/Fort check, so suffer Drained

Divine Insight: Divine 8: 1d10 + 4 ⇒ (3) + 4 = 7 -> Divine Insight discarded.

Start turn. Hour is Prayer. Will not be able to take 2 combats, especially drained, so end turn. Will not remove drained, as I'll likely suffer it again. Recharge Blackfingers to heal Meligaster 1. Reset hand, drawing 4.

Kyra wrote:

Hand: Brute Force Shield, Find Traps, Sarenrae's Light, Mace, Urgathoa's Gluttony, Holy Light,

Displayed: Banner of the Ancient Kings,
Deck: 6 Discard: 5 Buried: 1
Current Location: Pits
Hero Points: 2
Shirt reroll: Available
NOTES:
Available Support: Banner adds 1 to all combat checks until somebody fails or removes scourges. Find traps double blesses vs a barrier. Urgathoa double blesses vs undead
Please use any/all!
Movement: Follow the most hurt character
Other: Will heal a local character at the end of my turn. Add d6 and Magic vs local Undead/Outsider banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury, Morningstar +1, Holy Symbol
Recharged: Teamster, The Prince of Pain, Blackfingers,
Discard Pile: The Forge, Deathgrip, Iomedae's Justice, Blessing of Cayden Cailean, Divine Insight,
Buried Pile: Sacred Candle,

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

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:

On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Tyrant of the Harrow: Discard a Harrow blessing from the vault at the start of each scenario.


Deck Handler

Erastil's Eye: When this is the hour: If you are at a Wild location, you may discard a card to explore.

Pass Soothing Word to Kyra.

Pits #2 Card 1: Imprisonment:

Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

Kyra casts Find Traps.

disable 9 aided by Find Traps: 3d10 + 3 ⇒ (7, 5, 5) + 3 = 20

Summon and encounter random ally #1.

Dream Spider:

CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

Bekah recharges Glibness to aid.

survival 10 revealing Blessing of Wadjet, aided by power, aided by Bekah: 1d6 + 1d4 + 1d4 + 1d4 + 4 ⇒ (5) + (2) + (4) + (2) + 4 = 17

free explore on 3+: 1d6 ⇒ 3

Pits #2 Card 2: Mercenary:

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

Bekah discards The Dance.

combat 10 +3 +3 revealing Frost Longbow, double blessed by The Dance: 3d10 + 1d8 + 1d4 + 2 ⇒ (8, 5, 6) + (4) + (1) + 2 = 26

Heal Grounded Studded Leather. Discard Dream Spider to explore.

Pits #2 Card 3: Henchman Proxy A5/Stone Guardian:

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13
Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained.

fortitude 7: 1d12 + 1 ⇒ (5) + 1 = 6 Drained.

Meligaster casts Enervation. Kyra discards Urgathoa's Gluttony.

difficulty increase: 1d10 ⇒ 7

enervation: 2d4 ⇒ (3, 2) = 5

combat 13 +7 -5 revealing Frost Longbow, blessed by Urgathoa's Gluttony, drained: 2d10 + 1d8 + 1d4 + 2 - 4 ⇒ (8, 2) + (7) + (1) + 2 - 4 = 16

product reroll on the 2: 1d10 ⇒ 3

Ignoring the 1 the total is 16. Success. To close the location draw 4 cards then recharge my hand. I think cards 3 - 12 get shuffled in to the next location then we move to it.

Ranzak wrote:

Hand: Deathbane Light Crossbow, Staff of Minor Healing (Core), Blessing of the Quartermaster 2, Shy Ratani, Burglar's Buckler, Blessing of Wadjet, Boots of Friendly Terrain (Core),

Displayed:
Deck: 7 Discard: 3 Buried: 0
"Current Location: Pits #3
Hero Points: 1 // Ranzak has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

"
"NOTES:
Available Support: Folio reroll: used
Blessings are available for use. Wadjet only for emergency.

Blessing of the Quartermaster: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any non-combat check.

Boots of Friendly Terrain (Core): On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

Movement: Move me with the party if my location closes.
Other: Hi I'm Ranzak! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Gem of Physical Prowess (Core), Blessing of the Quartermaster 1, Grounded Studded Leather, Sacred Candle (Core), Gentleman Explorer, Good Omen (Core), Frost Longbow,
Discard Pile: Blessing of Abadar, The Carnival, Dream Spider,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Disable Dexterity +1 "
"Stealth Dexterity +1 "
"Fortitude Constitution +1"
"Survival Wisdom +3"

Favored Card: none
Hand Size: 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([x]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([x] 3,) 4, 5, or 6, explore your location.

Pits #2 closed. I think cards 3 - 12 get shuffled into Pits #3

Kyra handed Soothing Word, Casts Find Traps, Discards Urgathoa's Gluttony.

Meligaster casts Enervation.

Bekah recharges Glibness and discards The Dance.

Each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained.


Male Halfling Mesmerist/Egotist Deck Handler

(During Kyra's turn)
Blessing of Pharasma is healed.

(During Ranzak's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster remains Drained.
Recovery: Drained
Arcane 8: 1d12 - 1 + 2 ⇒ (11) - 1 + 2 = 12
Enervation is recharged.

Kyra's prayers kept Meligaster going. When the next construct approached, the halfling gave it a taste of its own medicine.

Meligaster wrote:

Hand: Evoker, Acid Jet, Djinn Favor Amulet, Mask of the Mesmerists,

Displayed: Drained,
Deck: 12 Discard: 4 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using:
Can use without asking:

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 2


During This Adventure: Player Hands and Loot

At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: Harrow suit is Keys

You may move only when your location is closed and you may move only to the next location.

After you examine cards from a location, shuffle that location.

On your non-Fire combat check, if any die shows a 1 or 2, count it as 0.

When you close a location and would banish its cards or defeat a Stone Guardian and would banish it, instead shuffle them into the next location

Additional Rules: Danger: Each time you encounter the danger, randomly choose a new level 2 or 3 monster

Villain: None

Closing Henchman: Stone Guardian (Proxy A):

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10

Scenario Level (#): 3

Turn: 8, Bekah/danforth347

Random Cards:

Monsters
Spoiler:
Dire Lion
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

Spoiler:
Harpy
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

Spoiler:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

Spoiler:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.

Spoiler:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.

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

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

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

Spoiler:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.

Spoiler:
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.

Weapons
Spoiler:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.

Spoiler:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.

Spoiler:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

Spoiler:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

Spoiler:
Frost Longspear
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spoiler:
Magical Mansion
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.

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


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

Spoiler:
Harrowing
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.


Spoiler:
Full Pouch
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.

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


Armors
Spoiler:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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

Spoiler:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Archer's Kite Shield
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.

Items
Spoiler:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.

Spoiler:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

Spoiler:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.

Spoiler:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

Spoiler:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

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


Allies
Spoiler:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


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

Spoiler:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.

Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

Spoiler:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

Blessings
Spoiler:
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

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

Spoiler:
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.

Spoiler:
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

Spoiler:
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.

Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted.

Current Hour:

The Waxworks:
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.

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 1 Meligaster/EmpTyger
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 2 Kyra/eddiephlash:
Spoiler:
Hourglass Card 2 Kyra/eddiephlash
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 3 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ranzak/Bigguyinblack
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 4 Bekah/danforth347:
Spoiler:
Hourglass Card 4 Bekah/danforth347
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 5 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 5 Meligaster/EmpTyger
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 6 Kyra/eddiephlash:
Spoiler:
Hourglass Card 6 Kyra/eddiephlash
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 7 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ranzak/Bigguyinblack
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 8 Bekah/danforth347:
Spoiler:
Hourglass Card 8 Bekah/danforth347
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 9 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 9 Meligaster/EmpTyger
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 10 Kyra/eddiephlash:
Spoiler:
Hourglass Card 10 Kyra/eddiephlash
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 11 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ranzak/Bigguyinblack
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 12 Bekah/danforth347:
Spoiler:
Hourglass Card 12 Bekah/danforth347
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 13 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 13 Meligaster/EmpTyger
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.
Hourglass Card 14 Kyra/eddiephlash:
Spoiler:
Hourglass Card 14 Kyra/eddiephlash
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 15 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 15 Ranzak/Bigguyinblack
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 16 Bekah/danforth347:
Spoiler:
Hourglass Card 16 Bekah/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 17 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 17 Meligaster/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 18 Kyra/eddiephlash:
Spoiler:
Hourglass Card 18 Kyra/eddiephlash
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 19 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 19 Ranzak/Bigguyinblack
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 20 Bekah/danforth347:
Spoiler:
Hourglass Card 20 Bekah/danforth347
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 21 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 21 Meligaster/EmpTyger
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 22 Kyra/eddiephlash:
Spoiler:
Hourglass Card 22 Kyra/eddiephlash
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Location #1: Caves
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Pits
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 4 W: 2 Sp: 2 Ar: 2 I: 4 Al: 2 Bl: 0 ?: 3
Located/Displayed Here: Ranzak/Bigguyinblack, Bekah/danforth347, Meligaster/EmpTyger, Kyra/eddiephlash, None

Pits Card 1:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 2:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 3:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Pits Card 4:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 5:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Pits Card 6:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Pits Card 7:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Pits Card 8:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Pits Card 9:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 10:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Pits Card 11:
Wolverine
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Pits Card 12:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Pits Card 13:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Pits Card 14:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Pits Card 15:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Pits Card 16:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 17:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Pits Card 18:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 19:
Shield of Resistance
Core
Armor 2
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.
Pits Card 20:
Magic Chain Shirt
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Pits Card 2:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Pits Card 3:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Pits Card 4:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Pits Card 5:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Pits Card 6:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 7:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Pits Card 8:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Pits Card 9:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Pits Card 10:
Staff of Minor Healing
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Pits Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 3:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits Card 4:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Pits Card 5:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Pits Card 6:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

Pits Card 7:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 8:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.

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

Pits Card 9:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Pits Card 10:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

Out of Turn Updates: Bekah recharges Glibness and discards The Dance.
Each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained.
Fort 7: 1d8 + 2 ⇒ (2) + 2 = 4

Hour: The Waxworks
Hour Rules: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Turn Order: Bekah, Meligaster, Kyra, Ranzak
Location: Pits 3
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Exploration: Pits 3 Card - Encounter

Henchman Proxy A2 - Stone Guardian (Proxy A):
Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13
Resistant to Attack. Immune to Mental and Poison
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained
The difficulty to defeat is increased by 1d10

Bekah is now Drained and Exhausted since I have no blessing
Bekah Reveals Deathbane Light Crossbow +1 to roll Dexterity or Ranged skill + 1d8 + 1.
difficulty increased by 1d10: 1d10 ⇒ 10
Check to Defeat Henchman Proxy A2 - Stone Guardian (Proxy A):: DEXTERITY: 13 + 10: 1d8 + 2 + 1d8 + 1 - 2 ⇒ (5) + 2 + (7) + 1 - 2 = 13 Failure

Bekah Recharges Ring of Protection#Classic to reduce damage by 3.

EOT: End Turn, Recovery, and Reset hand

Bekah wrote:

Hand: Keen Starknife, Cure#Classic, Potion of Glibness, Noble, Irori's Mastery

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1 // Bekah has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.


NOTES:
Available Support: -At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
-You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check). *Check with me before leaving me weapon and spell-less
-The Dance: Blesses another character's check twice
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d8 ☑ +1 ☑ +2 ☐ +3
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d6 ☐ +1 ☐ +2 ☐ +3
Charisma: d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma + 1
Diplomacy: Charisma + 3
Divine: Charisma + 1
Favored Card: Spell
Hand Size: 5 ☐ 6☐ 7
Proficiencies:
Light Armors
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Male Halfling Mesmerist/Egotist Deck Handler

(During Bekah's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster remains Drained.

(Meligaster's turn)
Hourglass 1: Inquisitor o'clock: You may not use powers to reroll dice.
Shuffled Pits 3: 1d20 ⇒ 7
Exploring Pits 3-7: The Unveiling

The Unveiling:
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

Revealing monster Evoker, drained. Bekah recharges Noble.
Craft 5: 1d4 - 1 + 1d4 - 1 + 1d6 - 1 ⇒ (1) - 1 + (4) - 1 + (4) - 1 = 6
The Unveiling is acquired.
Shuffling The Unveiling into Kyra's deck to remove Kyra's Drained (or Ranzak's if she's not currently Drained)

Meligaster looked around the catacombs. "Look at all this finery that nobles are buried with," he said incredulously. We need it more than they do. He took a vial of some liquid and slipped it into Kyra's pack.

Ending turn. Resetting hand.

Meligaster wrote:

Hand: Evoker, Acid Jet, Guard (banish to prevent 3 damage), Djinn Favor Amulet, Mask of the Mesmerists,

Displayed: Drained,
Deck: 11 Discard: 4 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Guard
Can use without asking:

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 2

Summary
Pits 3-7 is acquired.
Bekah recharges Noble.
Kyra shuffles The Unveiling into her deck.
Kyra (or Ranzak) is no longer Drained.


Tier 3 Cleric Divine Tank Deck Handler

Off turn, receive Soothing Word from Ranzak. Then cast Find Traps and discard Urgathoa's Gluttony.
Find Traps: Divine 8: 1d10 + 4 - 1 ⇒ (10) + 4 - 1 = 13 -> Find Traps recharged.

Bekah's turn, auto-fail BYA check as I'm already Drained. Bury Banner when Bekah fails a combat check.

The Unveiling shuffled into deck to remove my scourge during Meligaster's turn.

Start turn. Hour is Shelyn's Song. Recharge Sarenrae's Light to Heal Ranzak 1. Explore.
Shuffled location (no 7): 1d20 ⇒ 10: Foes On All Sides.
We each summon the danger which is a random lvl 2 or 3 monster. I'll take the first from the randoms: Dire Lion. Fail BYA.
Combat Damage: 1d4 + 1d4 - 1 ⇒ (2) + (3) - 1 = 4 Reveal Shield to reduce by 2. Discard it for 1. Discard Mace for the last.
Cast Holy Light.
Combat 17 + # = 20: 1d10 + 4 + 2d6 ⇒ (10) + 4 + (6, 4) = 24 Defeated!

Since I defeated one, the barrier is defeated. Cast Soothing Word on Bekah, or whoever needs it most (heals 1 and removes a scourge).

Kyra ends her turn.

Kyra attempts to recover all cards in her Recovery pile.
Soothing Word: Divine 8: 1d10 + 4 ⇒ (10) + 4 = 14 -> Soothing Word recharged.
Holy Light: Divine 8: 1d10 + 4 ⇒ (6) + 4 = 10 -> Holy Light recharged.

Kyra resets her hand, drawing 6.

Kyra wrote:

Hand: Holy Symbol, Morningstar +1, The Unveiling, Teamster, Blackfingers, Augury,

Displayed:
Deck: 5 Discard: 8 Buried: 2
Current Location: Pits
Hero Points: 2
Shirt reroll: Available
NOTES:
Available Support:
Please use any/all!
Movement: Follow the most hurt character
Other: Will heal a local character at the end of my turn. Add d6 and Magic vs local Undead/Outsider banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Prince of Pain, Find Traps
Recharged: Sarenrae's Light, Soothing Word, Holy Light,
Discard Pile: The Forge, Deathgrip, Iomedae's Justice, Blessing of Cayden Cailean, Divine Insight, Urgathoa's Gluttony, Brute Force Shield, Mace,
Buried Pile: Sacred Candle, Banner of the Ancient Kings,

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

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:

On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Tyrant of the Harrow: Discard a Harrow blessing from the vault at the start of each scenario.


Deck Handler

Healed for 1 by Kyra. Foes On All Sides: Summon and encounter random monster #2 Harpy.

Harpy:

Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

wisdom 6 recharging Boots of Friendly Terrain (Core), recharging Blessing of the Quartermaster 2, drained: 2d4 + 1d8 - 1 ⇒ (1, 3) + (2) - 1 = 5

combat 10 drained: 1d4 - 1 ⇒ (4) - 1 = 3

7 combat damage. Discard Burglar's Buckler to prevent 4, Blessing of Wadjet, Shy Ratani, Deathbane Light Crossbow.


Male Halfling Mesmerist/Egotist Deck Handler

(During Kyra’s turn)
Foes on All Sides: Summoning Danger: Random Monster 3: Diseased Rats

Diseased Rats:
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

Discarding Evoker as an Attack Mental Magic spell, vulnerable, revealing ally Guard, first monster check, drained
Combat 13+3=16 (20): 1d12 - 1 + 2 + 2d4 - 2 + 1 + 4 + 1d4 - 1 + 2 ⇒ (6) - 1 + 2 + (1, 4) - 2 + 1 + 4 + (4) - 1 + 2 = 20
Non-Fire: -1=19. Diseased Rats are banished. Meligaster is Plagued.

Kyra had barely shouted her warning when Meligaster felt something small and furry brush past him. Scurry back into the darkness. But drained and without better light, he couldn’t repel all the rats fast enough, even with the evoker’s help. Something nipped his exposed toes.

Meligaster wrote:

Hand: Acid Jet, Guard (banish to prevent 3 damage), Djinn Favor Amulet, Mask of the Mesmerists,

Displayed: Drained, Plagued,
Deck: 11 Discard: 5 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily. Plagued, however...
Ask before using: Guard
Can use without asking:

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 2


The Foe on Bekah's side is Brain Ooze. Remember the difficulty is increased by 3

Brain Ooze:

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

During This Adventure: Player Hands and Loot

At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: Harrow suit is Keys

You may move only when your location is closed and you may move only to the next location.

After you examine cards from a location, shuffle that location.

On your non-Fire combat check, if any die shows a 1 or 2, count it as 0.

When you close a location and would banish its cards or defeat a Stone Guardian and would banish it, instead shuffle them into the next location

Additional Rules: Danger: Each time you encounter the danger, randomly choose a new level 2 or 3 monster

Villain: None

Closing Henchman: Stone Guardian (Proxy A):

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10

Scenario Level (#): 3

Turn: 11, Ranzak/Bigguyinblack

Random Cards:

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

Spoiler:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

Spoiler:
Enormous Reefclaw
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.

Spoiler:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

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

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

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

Spoiler:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.

Spoiler:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

Spoiler:
Phantasmal Apparition
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.

Weapons
Spoiler:
Glorious Warhammer
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
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 ignore its after acting powers.
Recharge to examine the top card of your location.

Spoiler:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

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

Spoiler:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

Spoiler:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.

Spells
Spoiler:
Magical Mansion
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.

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


Spoiler:
Remove Disease
CotCT
Spell 1
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 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.


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

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


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

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


Spoiler:
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

Armors
Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.

Spoiler:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

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

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

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

Items
Spoiler:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

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


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

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


Spoiler:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Spoiler:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

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

Spoiler:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.

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

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

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

Blessings
Spoiler:
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.

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

Spoiler:
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.

Spoiler:
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.

Spoiler:
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.

Hour Power: After your first exploration of your turn, you may discard a card to explore.

Current Hour:

The Teamster:
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Bekah/danforth347:
Spoiler:
Hourglass Card 1 Bekah/danforth347
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 2 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 2 Meligaster/EmpTyger
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 3 Kyra/eddiephlash:
Spoiler:
Hourglass Card 3 Kyra/eddiephlash
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 4 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 4 Ranzak/Bigguyinblack
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 5 Bekah/danforth347:
Spoiler:
Hourglass Card 5 Bekah/danforth347
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 6 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 6 Meligaster/EmpTyger
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 7 Kyra/eddiephlash:
Spoiler:
Hourglass Card 7 Kyra/eddiephlash
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 8 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 8 Ranzak/Bigguyinblack
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 9 Bekah/danforth347:
Spoiler:
Hourglass Card 9 Bekah/danforth347
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 10 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 10 Meligaster/EmpTyger
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.
Hourglass Card 11 Kyra/eddiephlash:
Spoiler:
Hourglass Card 11 Kyra/eddiephlash
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 12 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 12 Ranzak/Bigguyinblack
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 13 Bekah/danforth347:
Spoiler:
Hourglass Card 13 Bekah/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 14 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 14 Meligaster/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 15 Kyra/eddiephlash:
Spoiler:
Hourglass Card 15 Kyra/eddiephlash
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 16 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 16 Ranzak/Bigguyinblack
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 17 Bekah/danforth347:
Spoiler:
Hourglass Card 17 Bekah/danforth347
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 18 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 18 Meligaster/EmpTyger
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 19 Kyra/eddiephlash:
Spoiler:
Hourglass Card 19 Kyra/eddiephlash
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Location #1: Caves
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Pits
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 3 W: 2 Sp: 2 Ar: 2 I: 3 Al: 2 Bl: 0 ?: 3
Located/Displayed Here: Ranzak/Bigguyinblack, Bekah/danforth347, Meligaster/EmpTyger, Kyra/eddiephlash, None

Pits Card 1:
Magic Chain Shirt
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 2:
Shield of Resistance
Core
Armor 2
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.
Pits Card 3:
Wolverine
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Pits Card 4:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 5:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Pits Card 6:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Pits Card 7:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 8:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 9:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Pits Card 10:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 11:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Pits Card 12:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Pits Card 13:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 14:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Pits Card 15:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 16:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Pits Card 17:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Pits Card 18:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Pits Card 2:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Pits Card 3:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Pits Card 4:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Pits Card 5:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Pits Card 6:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 7:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Pits Card 8:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Pits Card 9:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Pits Card 10:
Staff of Minor Healing
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Pits Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 3:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits Card 4:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Pits Card 5:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Pits Card 6:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

Pits Card 7:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 8:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.

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

Pits Card 9:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Pits Card 10:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

Kyra's turn/ Bekah is healed for 1 and Exhausted Scourge Removed: (Troubadour#Core). Deck shuffled.

Brain Ooze::
Core Monster 2
Traits: Mental Ooze
To Defeat: Combat 12 (+3)
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.

Bekah Recharges Irori's Mastery to bless.
Bekah Recharges Keen Starknife to roll Dexterity or Ranged skill + 2d4 + 1.
Check to Defeat Brain Ooze: Melee* (if finesse trait present): Dexterity + 1: 12 + 3: 2d8 + 2 + 1 + 2d4 + 1 - 4 ⇒ (8, 6) + 2 + 1 + (4, 1) + 1 - 4 = 19 Success

EOT: End Turn, Recovery, and Reset hand

Bekah wrote:

Hand: Cure#Classic, Potion of Glibness

Displayed:
Deck: 14 Discard: 2 Buried: 0
Hero Points: 1 // Bekah has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: -At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
-You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check). *Check with me before leaving me weapon and spell-less
-The Dance: Blesses another character's check twice
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d8 ☑ +1 ☑ +2 ☐ +3
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d6 ☐ +1 ☐ +2 ☐ +3
Charisma: d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma + 1
Diplomacy: Charisma + 3
Divine: Charisma + 1
Favored Card: Spell
Hand Size: 5 ☐ 6☐ 7
Proficiencies:
Light Armors
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Deck Handler

Hour Power: After your first exploration of your turn, you may discard a card to explore.

Pits #3 Card 1: Magic Chain Shirt:

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

fortitude 7 aided by power, drained: 1d12 + 1d4 + 2 - 1 ⇒ (8) + (2) + 2 - 1 = 11

free explore on 3+: 1d6 ⇒ 2

Discard Magic Chain Shirt to explore.

Pits Card 2: Shield of Resistance:

Core
Armor 2
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.

fortitude 8 aided by power, drained: 1d12 + 1d4 + 2 - 1 ⇒ (3) + (3) + 2 - 1 = 7

Ranzak wrote:

Hand: Gem of Physical Prowess (Core), Frost Longbow, Good Omen (Core), Grounded Studded Leather, Blessing of the Quartermaster 1, Gentleman Explorer, Sacred Candle (Core),

Displayed:
Deck: 3 Discard: 8 Buried: 0
"Current Location: Pits #3
Hero Points: 1 // Ranzak has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

"
"NOTES:
Available Support: Folio reroll: used
Blessings are available for use. Wadjet only for emergency.

Gentleman Explorer: On a local check against a barrier or an ally, recharge to add 1d6.

Blessing of the Quartermaster: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any non-combat check.
Movement: Move me with the party if my location closes.
Other: Hi I'm Ranzak! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dream Spider
Recharged: Boots of Friendly Terrain (Core), Blessing of the Quartermaster 2,
Discard Pile: Blessing of Abadar, The Carnival, Burglar's Buckler, Blessing of Wadjet, Shy Ratani, Deathbane Light Crossbow, Staff of Minor Healing (Core), Magic Chain Shirt,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Disable Dexterity +1 "
"Stealth Dexterity +1 "
"Fortitude Constitution +1"
"Survival Wisdom +3"

Favored Card: none
Hand Size: 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([x]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([x] 3,) 4, 5, or 6, explore your location.

Pits #3 card 1 acquired. Card 2 banished.


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

Hour: The Courtesan
Hour Rules: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
Turn Order: Bekah, Meligaster, Kyra, Ranzak
Location: Pits 3
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage

Bekah casts Cure#Classic to heal Ranzak 1d4 + 1 Heal Ranzak: 1d4 + 1 ⇒ (4) + 1 = 5

Exploration: Pits 3 Card 3 - Encounter:

Wolverine:
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

Check to Acquire Wolverine: WISDOM: 9: 1d6 ⇒ 3 Auto Failure

Recovery Attempts:
Bekah attempts to recover all cards in she/her Recovery pile.

Cure#Classic: Divine 8: 1d8 + 1 ⇒ (8) + 1 = 9 -> Cure#Classic recharged discarded.

Bekah resets she/her hand.

EOT: End Turn, Recovery, and Reset hand

Bekah wrote:

Hand: Short Sword +1, Aid#Core, Potion of Glibness, Noble, Shelyn's Song

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1 // Bekah has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: -At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
-You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check). *Check with me before leaving me weapon and spell-less
-The Dance: Blesses another character's check twice
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d8 ☑ +1 ☑ +2 ☐ +3
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d6 ☐ +1 ☐ +2 ☐ +3
Charisma: d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma + 1
Diplomacy: Charisma + 3
Divine: Charisma + 1
Favored Card: Spell
Hand Size: 5 ☐ 6☐ 7
Proficiencies:
Light Armors
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Male Halfling Mesmerist/Egotist Deck Handler

(During Bekah's turn)
Kyra shuffles The Unveiling into someone else's deck (Ranzak maybe? If neither Ranzak nor Bekah especially want it, Meligaster can take it) to remove Meligaster's Plagued

Kyra using the balm to treat Meligaster's rat bite.

(Meligaster's turn)
Hourglass 2: The Mute Hag: At the start of your turn, summon and encounter a spell.
Summoning Random Spell 1: Magical Mansion

Magical Mansion:
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

"We are not going to make it through at this rate," sighed Meligaster. The halfling wizard didn't bother to respond. Meligaster realized that she had been quiet for some time now. The mesmerist wondered if her silence indicated that she was working on an idea...

Pausing to see what help is available.


Male Halfling Mesmerist/Egotist Deck Handler

(Kyra shuffled The Unveiling into Ranzak's deck)

(Resuming turn)
Revealing ally Guard. Ranzak banishes Good Omen
Arcane 8: 1d12 - 1 + 2 + 1d4 - 1 + 1d6 - 1 + 3 ⇒ (1) - 1 + 2 + (4) - 1 + (2) - 1 + 3 = 9
Magical Mansion is acquired
Displaying Magical Mansion at Pits 3
Magical Mansion: 1d4 + 1 ⇒ (3) + 1 = 4
Exploring Magical Mansion: Seeking Shortbow, Circlet of Mental Acuity, Duskwarden Ranger, Evoker are healed

...and Meligaster intuited what the halfling wizard was trying to do. Speak up. Someone may have what you need. The wizard broke her silence. "I'm a evoker, not a conjuror, but I might have a solution. Does anyone have a silver spoon?" Fortunately, Ranzak had the requisite material component- nobody asked how he got it- and the wizard summoned a extra-dimensional house.
The warm food and fresh beds were just what Meligaster wanted, and he doubted he was the only one.

Ending turn. Resetting hand

Meligaster wrote:

Hand: Enervation (freely banish to recovery for -2d4 to combat difficulty), Acid Jet, Guard (banish to prevent 3 damage), Djinn Favor Amulet, Mask of the Mesmerists,

Displayed: Drained, Magical Mansion (display at a location to let local characters heal 1d4+1 instead of their first exploration until closed/start of my turn),
Deck: 14 Discard: 1 Buried: 0
Notes: Magical Mansion is displayed at Pits 3 until it closes or start of Meligaster's next turn. Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Guard; Enervation
Can use without asking: Enervation for henchman

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 2

Summary:
Random Spell 1 (Magical Mansion) is acquired.
Magical Mansion is displayed at Pits 3.
Ranzak shuffles The Unveiling into his deck.
Ranzak banishes Good Omen.


Tier 3 Cleric Divine Tank Deck Handler

Start turn. Hour is Father of Creation. Recharge Teamster to draw a card: Find Traps. Give Augury to Bekah (for recharge fodder).Skip Free explore and use Mansion power.
Heal: 1d4 + 1 ⇒ (2) + 1 = 3
Kyra is healed for 3: (The Forge, Deathgrip, Urgathoa's Gluttony). Deck shuffled.

Discard Blackfingers to explore. Card 4: Stone Guardian. Ask for Bekah to recharge my Augury for BYA help.
Con 7: 1d6 + 1d4 + 1 ⇒ (3) + (1) + 1 = 5
Difficulty: 13 + 1d10 ⇒ 13 + (1) = 14 Nice!
For combat, reveal and discard morningstar. Ask for Blessing from Ranzak as Drained makes this rough.
Combat 14: 1d8 + 3 + 1d8 + 1 + 1d4 + 1d8 - 4 ⇒ (4) + 3 + (6) + 1 + (2) + (5) - 4 = 17 Success!

Draw 4 and recharge hand to close. Don't shuffle hand. Everything shuffled into Pits 4!

End turn. Reset hand, drawing 6.

Kyra wrote:

Hand: The Prince of Pain, Urgathoa's Gluttony, Teamster, The Forge, Soothing Word, Sarenrae's Light,

Displayed:
Deck: 4 Discard: 7 Buried: 2
Current Location: Pits
Hero Points: 2
Shirt reroll: Available // Kyra has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support:
Please use any/all!
Movement: Follow the most hurt character
Other: Will heal a local character at the end of my turn. Add d6 and Magic vs local Undead/Outsider banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Deathgrip, Holy Symbol, Find Traps, Holy Light,
Discard Pile: Iomedae's Justice, Blessing of Cayden Cailean, Divine Insight, Brute Force Shield, Mace, Blackfingers, Morningstar +1,
Buried Pile: Sacred Candle, Banner of the Ancient Kings,

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

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:

On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Tyrant of the Harrow: Discard a Harrow blessing from the vault at the start of each scenario.


Male Halfling Mesmerist/Egotist Deck Handler

(During Kyra's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster remains Drained.
Magical Mansion is banished to recovery.
Recovery: Drained
Arcane 10: 1d12 - 1 + 2 ⇒ (12) - 1 + 2 = 13
Magical Mansion is recharged

But all too soon, the magical oasis was disrupted by the next construct, and Kyra was urging them to follow. The halfling wearily continued onward.

Meligaster wrote:

Hand: Enervation (freely banish to recovery for -2d4 to combat difficulty), Acid Jet, Guard (banish to prevent 3 damage), Djinn Favor Amulet, Mask of the Mesmerists,

Displayed: Drained,
Deck: 15 Discard: 1 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Guard; Enervation
Can use without asking: Enervation for henchman

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 2


Deck Handler

Due to the hour recharge Blessing of the Quartermaster 1 on Kyra's check. Before she ends her turn bury Sacred Candle (Core) to draw the hour The Father of Creation.

The Cricket: When this is the hour: When a character moves on their turn, each other local character may move with them.

random from the top, 11 - 25 is pit #3: 1d25 ⇒ 12

Pits #3 Card 5: Dire Crocodile:

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

combat 15 revealing Frost Longbow discarding The Father of Creation to bless, drained: 2d10 + 1d8 + 1d4 + 2 + 4 ⇒ (4, 1) + (3) + (2) + 2 + 4 = 16

13 fails. Take 2 combat damage. Display Grounded Studded Leather. Reload Gentleman Explorer and Frost Longbow. Then reload Gem of Physical Prowess (Core) due to the 1d4 combat damage. End turn.

Ranzak wrote:

Hand: Gem of Physical Prowess (Core), Gentleman Explorer, Frost Longbow, Magic Chain Shirt, The Unveiling, Blessing of the Quartermaster 2, Shy Ratani,

Displayed: Grounded Studded Leather,
Deck: 6 Discard: 4 Buried: 1
"Current Location: Pits #4
Hero Points: 1 // Ranzak has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

"
"NOTES:
Available Support: Folio reroll: used
Blessings are available for use. Wadjet only for emergency.

The Unveiling: Banish or shuffle into another character's deck to remove a scourge from any character.

Gentleman Explorer: On a local check against a barrier or an ally, recharge to add 1d6.

Blessing of the Quartermaster: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any non-combat check.
Movement: Move me with the party if my location closes.
Other: Hi I'm Ranzak! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dream Spider, The Carnival, Blessing of Wadjet, Deathbane Light Crossbow, Boots of Friendly Terrain (Core)
Recharged: Blessing of the Quartermaster 1,
Discard Pile: Blessing of Abadar, Burglar's Buckler, Staff of Minor Healing (Core), The Father of Creation,
Buried Pile: Sacred Candle (Core),
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Disable Dexterity +1 "
"Stealth Dexterity +1 "
"Fortitude Constitution +1"
"Survival Wisdom +3"

Favored Card: none
Hand Size: 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors | Weapons
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([x]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([x] 3,) 4, 5, or 6, explore your location.

Nothing happened.


During This Adventure: Player Hands and Loot

At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario.

When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: Harrow suit is Keys

You may move only when your location is closed and you may move only to the next location.

After you examine cards from a location, shuffle that location.

On your non-Fire combat check, if any die shows a 1 or 2, count it as 0.

When you close a location and would banish its cards or defeat a Stone Guardian and would banish it, instead shuffle them into the next location

Additional Rules: Danger: Each time you encounter the danger, randomly choose a new level 2 or 3 monster

Villain: None

Closing Henchman: Stone Guardian (Proxy A):

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10

Scenario Level (#): 3

Turn: 16, Bekah/danforth347

Random Cards:

Monsters
Spoiler:
Dire Lion
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

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

Spoiler:
Bogeyman
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

Spoiler:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Spoiler:
Unseen Sentinel
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.

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

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

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

Spoiler:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

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

Weapons
Spoiler:
Keen Starknife
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

Spoiler:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

Spoiler:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.


Spoiler:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

Spoiler:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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


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

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


Spoiler:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

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

Spoiler:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
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.

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

Spoiler:
Magic Spiked Full Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

Spoiler:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

Items
Spoiler:
Zellara's Harrow Deck
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


Spoiler:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.

Spoiler:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

Spoiler:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

Spoiler:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

Allies
Spoiler:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

Spoiler:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


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

Spoiler:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

Spoiler:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.

Blessings
Spoiler:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.

Spoiler:
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.

Spoiler:
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.

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

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

Hour Power: When you suffer damage, suffer the scourge Plagued.

Current Hour:

The Sickness:
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 1 Meligaster/EmpTyger
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 2 Kyra/eddiephlash:
Spoiler:
Hourglass Card 2 Kyra/eddiephlash
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 3 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ranzak/Bigguyinblack
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 4 Bekah/danforth347:
Spoiler:
Hourglass Card 4 Bekah/danforth347
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 5 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 5 Meligaster/EmpTyger
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.
Hourglass Card 6 Kyra/eddiephlash:
Spoiler:
Hourglass Card 6 Kyra/eddiephlash
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 7 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ranzak/Bigguyinblack
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 8 Bekah/danforth347:
Spoiler:
Hourglass Card 8 Bekah/danforth347
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 9 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 9 Meligaster/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 10 Kyra/eddiephlash:
Spoiler:
Hourglass Card 10 Kyra/eddiephlash
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 11 Ranzak/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ranzak/Bigguyinblack
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 12 Bekah/danforth347:
Spoiler:
Hourglass Card 12 Bekah/danforth347
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 13 Meligaster/EmpTyger:
Spoiler:
Hourglass Card 13 Meligaster/EmpTyger
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 14 Kyra/eddiephlash:
Spoiler:
Hourglass Card 14 Kyra/eddiephlash
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Location #1: Caves
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Pits
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Pits
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 2 Ba: 5 W: 3 Sp: 3 Ar: 1 I: 5 Al: 2 Bl: 0 ?: 4
Located/Displayed Here: Ranzak/Bigguyinblack, Bekah/danforth347, Meligaster/EmpTyger, Kyra/eddiephlash, None

Pits Card 1:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Pits Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 3:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 4:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Pits Card 5:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Pits Card 6:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Pits Card 7:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Pits Card 8:
Cape of Escape
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Pits Card 9:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Pits Card 10:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Pits Card 11:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 12:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Pits Card 13:
Staff of Minor Healing
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
Pits Card 14:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Pits Card 15:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 16:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Pits Card 17:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Pits Card 18:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Pits Card 19:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Pits Card 20:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Pits Card 21:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Pits Card 22:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Pits Card 23:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Pits Card 24:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 25:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Pits Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 3:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Pits Card 4:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Pits Card 5:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Pits Card 6:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

Pits Card 7:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 8:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.

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

Pits Card 9:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Pits Card 10:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.


STR d6 | DEX d8 | CON d8 (FORT +2) |INT d6 | WIS d6 | CHA d8 (ARC +1, DIP +3, DIV +1) Deck Handler

Out of Turn Updates: Receive and recharge Augury during Kyra's turn
Hour: The Sickness
Hour Rules: When you suffer damage, suffer the scourge Plagued.
Turn Order: Bekah, Meligaster, Kyra, Ranzak
Location: Pits 4
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage
Exploration: Pits 4 Card 1 - Encounter:

Ruan Mirukova :
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.

Ranzak Recharges Blessing of the Quartermaster to bless CHA check.
Bekah Freely Discards Shelyn's Song[/b] to Bless CHARISMA check.
Check to Acquire Ruan Mirukova : CHARISMA: 12: 3d8 - 3 ⇒ (3, 8, 4) - 3 = 12 Success!

Bekah discards Noble to explore again.

Exploration: Pits 4 Card 2 - Encounter:

Henchman Proxy A4 - Stone Guardian:
Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 13

Resistant to Attack. Immune to Mental and Poison

Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Drained

The difficulty to defeat is increased by 1d10


difficulty increase: 1d10 ⇒ 9

Bekah Discards Short Sword +1 to roll Strength or Melee skill + 2d6 + 1.
Bekah Discards Aid#Core to add 1d4 + #.
Bekah Recharges ac Ruan Mirukova[/b] to add 1d4 and the Magic to check.

Check to Defeat Henchman Proxy A4 - Stone Guardian: Melee* (if finesse trait present): Dexterity + 1: 22: 1d8 + 2 + 1 - 5 + 2d6 + 1 + 1d4 + 2 + 1d4 ⇒ (7) + 2 + 1 - 5 + (5, 6) + 1 + (2) + 2 + (4) = 25 Success!!! I may heal a card

-> Bekah is healed for 1: (The Dance). Deck shuffled.

To close, draw 4 (Lightning Touch#Classic, Magic Leather Armor#Classic, The Dance, Irori's Mastery) and recharge hand. Will shuffle my deck

Recovery Attempts:
Bekah attempts to recover all cards in she/her Recovery pile.

Aid#Core: Divine 8: 1d6 ⇒ 4 -> Aid#Core discarded.

Bekah resets her hand.

EOT: End Turn, Recovery, and Reset hand

Bekah wrote:

Hand: Lightning Touch#Classic, The Demon's Lantern, Raconteur, The Dance, Ring of Protection#Classic

Displayed:
Deck: 11 Discard: 4 Buried: 0
Hero Points: 1 // Bekah has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: -At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
-You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check). *Check with me before leaving me weapon and spell-less
-The Dance: Blesses another character's check twice
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d8 ☑ +1 ☑ +2 ☐ +3
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d6 ☐ +1 ☐ +2 ☐ +3
Charisma: d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma + 1
Diplomacy: Charisma + 3
Divine: Charisma + 1
Favored Card: Spell
Hand Size: 5 ☐ 6☐ 7
Proficiencies:
Light Armors
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 (x+1) to a check by another character at your location (x or your check).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Male Halfling Mesmerist/Egotist Deck Handler

(During Bekah's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster remains Drained.

"This is the worst," grumbled Meligaster weakly, as Bekah encouraged them downward.

(Meligaster's turn)
Hourglass 1: Midwife o'clock: At the start of your turn, summon and encounter a monster.
Summoning Random Monster 1: Dire Lion

Dire Lion:
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

Meligaster cannot make a Stealth/Survival 7 check
Combat damage: 1d4 ⇒ 2
Recharging Djinn Favor Amulet to prevent 2 Combat damage
Banishing Enervation to recovery
Enervation: 2d4 ⇒ (3, 1) = 4
Banishing Acid Jet to recovery, revealing ally Guard, first monster check
Combat 17-4=13: 1d12 - 1 + 2 + 1d6 - 1 + 1d4 - 1 + 2 ⇒ (8) - 1 + 2 + (2) - 1 + (4) - 1 + 2 = 15
Non-Fire: -2=13. Dire Lion is banished

But before he could proceed, a lion pounced on Meligaster from behind! The mother of the beast that Kyra slew was out for revenge. Only the djinn amulet saved him from the giant cat's raking claws. The mesmerist channeled his despair into the beast. Your cub is dead. Nothing you do will bring it back. The lion roared in grief, and Meligaster cast a stream of acid into the darkness until the growling stopped.

Shuffled Pits 5 (11-33=Pits 4 3-25): 1d33 ⇒ 28
Exploring Pits 4-20: Fire Bolt

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

Revealing ally Guard, drained
Arcane 8: 1d12 - 1 + 2 + 1d4 - 1 ⇒ (12) - 1 + 2 + (3) - 1 = 15
Fire Bolt is acquired

The blackness of the pits felt so oppressive. "Enough of this darkness." The mesmerist cast a spell, and a wisp of smoke arose from his hand. Now you'll be able to look into my eyes.

Ending turn. Recovery: Drained
Arcane 8: 1d12 - 1 + 2 ⇒ (12) - 1 + 2 = 13
Enervation is recharged. Drained
Arcane 8: 1d12 - 1 + 2 ⇒ (6) - 1 + 2 = 7
Acid Jet is discarded.
Resetting hand

Meligaster wrote:

Hand: Fire Bolt, Duskwarden Ranger, Guard (banish to prevent 3 damage), Blessing of Pharasma (discard to bless/doublebless if spell is cast), Mask of the Mesmerists,

Displayed: Drained,
Deck: 15 Discard: 2 Buried: 0
Notes: With a Fire spell + Blessing of Pharasma, Meligaster might be able to avenge a henchman? Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Blessing of Pharasma; Guard
Can use without asking: Blessing if would recharge; Blessing for henchman

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Perception: Intelligence +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +1
-- Diplomacy: Charisma +2

Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.

Hero Points: 2

Summary:
Random Monster 1 is banished.
Pits 4-20 is acquired.

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